Author Topic: Orluggs Hold  (Read 783 times)

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Offline kinngrimm

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Orluggs Hold
« on: January 13, 2013, 08:20:50 pm »
+4
Defender spawn all in the one building, from which after the main gates are down they can't go back to flag easily.

In most cases defender loose because they cant reinforce the flag after attacker went over the outer right wall(seen from attacker perspective).

My suggestion would be to move or add the defender spawns to the building to the right of the flag building(seen from defender perspective)
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Offline Camaris

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Re: Orluggs Hold
« Reply #1 on: January 13, 2013, 08:29:30 pm »
0
Yes Yes Yes Yes Yes!
If its not changed remove it!

Offline no_rules_just_play

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Re: Orluggs Hold
« Reply #2 on: January 13, 2013, 08:50:46 pm »
+1
is this the first complain about this map? wow we are so lazy, not even able to go to the forums and complain about a map. this map is the worst indeed

Offline Fips

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Re: Orluggs Hold
« Reply #3 on: January 13, 2013, 10:41:59 pm »
0
is this the first complain about this map? wow we are so lazy, not even able to go to the forums and complain about a map. this map is the worst indeed

It's not the first time that someone complains and i think Iceman already updated it, but since there were no patches since this map got in, there was no chance to play the updated version. I think the whole concept with the flag being up in that house is crap and it should be removed completely, but that's just my 2 cents.

Offline kinngrimm

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Re: Orluggs Hold
« Reply #4 on: January 14, 2013, 01:19:46 am »
0
It's not the first time that someone complains and i think Iceman already updated it, but since there were no patches since this map got in, there was no chance to play the updated version.
seriously tehre is another version which already made some balancing and we still paly the crappy version *sigh*

I think the whole concept with the flag being up in that house is crap and it should be removed completely, but that's just my 2 cents.
no i think it is ok up there, but as with every flag position, it needs for defenders and enemies multiple access points. But the major issue as i see it is really the defender spawns. All people spawning in this f... up center building, 1/3 of them getting fall dmg when they try to get to the ground lvl ^^
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Offline Fips

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Re: Orluggs Hold
« Reply #5 on: January 14, 2013, 01:30:21 am »
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seriously tehre is another version which already made some balancing and we still paly the crappy version *sigh*

no i think it is ok up there, but as with every flag position, it needs for defenders and enemies multiple access points. But the major issue as i see it is really the defender spawns. All people spawning in this f... up center building, 1/3 of them getting fall dmg when they try to get to the ground lvl ^^

Jacko is updating the map cycle very regularly it seems. It's really all about a new patch that finally adds it. Can't wait for it, i really like to see how my own maps will work balance-wise.

Maps with basically one stairway to the flag are never good. Yes, on this one you can go through the other house, but you still end up in that stairway. And once attackers are up there it is almost impossible to get back, i don't think different spawn points will solve this. You spawn away from enemies, anyway.

Offline Falka

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Re: Orluggs Hold
« Reply #6 on: January 18, 2013, 07:09:04 pm »
0
Bump! Spawn is fucked up :(
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