Had a wee run about and the map might be a little defence sided, BUT there are some cool work-arounds. This map should be great for rotation tactics.
It has tall buildings which makes nading from 1 side to the other hard. This is something we don't have right now in any COD4 map so that should be interesting aswell.
Bomb A is pretty wel placed. Enough cover around to block off angles where the defender could see you.
Bomb B is a different story and I am not quite sure about this bombsite. Bomb A will be the favourite for sure.
This will be really interesting to test in matches as I think this map could prove very usefull.
I think the main problem I'm foreseeing right now is that regardless of which route the planter takes, he's still going to approach the actual site from the northwest unless you want to cut around to defense spawn (which goes really close to A anyway)
I like the idea of a bombsite semi-enclosed with waist-high cover though... maybe you could take the destroyed building and put it in the lower left corner of the map sorta behind where the tractor is at the moment.
Ultimately don't make changes till some med+ teams try it out though in my opinion.
As for dahman. With my VitaNova activities I don't have the time anymore for it. I have contacted invite, the maker of mp_smalltown, and he would like to have a go at pimping my map.
The layout of the map is done, it just needs to look good and that is what invine does best!
About the mapping competition, we need to sit and have a talk with how that's going to be wrapped up and how we can streamline this process more in future, imo.
def spawn def overwatch thingo atk spawn atk overwatch thingo B bombsite A bombsite center area some building near A some building between center and close to B
BTW you totally should rename your map because there seems to be a correspondence between how far down the alphabet the map name is and how awesome the map plays.
That's why Strike is so awesome. And Backlot... oh God
District used to be the second most awesome map then people realized it was actually a trick and it's not enjoyable at all for attack because it's actually named Citystreets. IW cheated us (C) 2007
think b bombsite needs something like bombsite B on backlot, and A bombsite needs some more 'enviroment', its a big clean area there, maybe some barrels where you can sit behind or a little cabin?
Looks a cracking little custom map, unfortunately the attitude of this community means it'll be hard to every fully implement a custom map.
I don't see what the big taboo about using CSS maps is, I personally thought that mp_nuke was a triumph and I reckon cpl_mill could work too.
One thing that I notice with all these proposed maps is that there are lots of tight streets and bottle necks, which doesn't work so well for COD4, the majority of the maps need to be open.
edited 2010-03-15 13:21:36
It has tall buildings which makes nading from 1 side to the other hard. This is something we don't have right now in any COD4 map so that should be interesting aswell.
Bomb A is pretty wel placed. Enough cover around to block off angles where the defender could see you.
Bomb B is a different story and I am not quite sure about this bombsite. Bomb A will be the favourite for sure.
This will be really interesting to test in matches as I think this map could prove very usefull.
take mp_backyard off/out plz
gunna try and see if its rlly so easy
Jump 1, Attack side
Make it possible to stand at those balconies.
Jump 2, Defence side
Either put something to land on or make it possible to autoclimb the railing.
Map running very smooth, gives me 250 fps without drops all throughout the map, while i aint got that on any other cod4 map.
dibs on first movie with geekbanging the defuse/plant from here www.mediafire.com/file/04zhza2zzzj/ClusterGeek.mp4
edit: O, heya topher, good to see you posting. Got a shit ton of suggestions, but they're mostly cosmetic so I'll lay off for now.
edited 2010-03-16 02:15:35
I think the main problem I'm foreseeing right now is that regardless of which route the planter takes, he's still going to approach the actual site from the northwest unless you want to cut around to defense spawn (which goes really close to A anyway)
I like the idea of a bombsite semi-enclosed with waist-high cover though... maybe you could take the destroyed building and put it in the lower left corner of the map sorta behind where the tractor is at the moment.
Ultimately don't make changes till some med+ teams try it out though in my opinion.
The layout of the map is done, it just needs to look good and that is what invine does best!
ahah
hahah
hahahahahahaha
About the mapping competition, we need to sit and have a talk with how that's going to be wrapped up and how we can streamline this process more in future, imo.
@work
edited 2010-03-16 10:03:04
That's why Strike is so awesome. And Backlot... oh God
edited 2010-03-16 13:57:51
edited 2010-03-16 13:58:33
but could just be the screenshot angle ill check it later
I don't see what the big taboo about using CSS maps is, I personally thought that mp_nuke was a triumph and I reckon cpl_mill could work too.
One thing that I notice with all these proposed maps is that there are lots of tight streets and bottle necks, which doesn't work so well for COD4, the majority of the maps need to be open.