Author Topic: _  (Read 24748 times)

Dirty_Taco

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« Reply #80 on: May 20, 2006, 06:06:52 PM »
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« Last Edit: July 26, 2010, 12:45:19 AM by Dirty_Taco »

b00nlander

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Re: pbcup_renoir
« Reply #81 on: May 21, 2006, 04:12:51 AM »
mind making a demo of the jumps then? 
I still can't do the one over the barrel :(

and I think many players need some hints on how to approach several of the jumps in that map.

Dirty_Taco

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« Reply #82 on: May 21, 2006, 12:28:27 PM »
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« Last Edit: July 26, 2010, 12:45:16 AM by Dirty_Taco »

Termin8oR

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Re: pbcup_renoir
« Reply #83 on: May 21, 2006, 02:19:34 PM »
Sweet that would be cool.
And i cant wait to play final version.

-Termin8oR

jitspoe

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Re: pbcup_renoir
« Reply #84 on: May 22, 2006, 12:07:55 AM »
I don't see how trick jumps have any relation to teamwork.  They are very individual skill oriented.  They can be practiced individually and executed individually.  You don't need any kind of team to do them.  Requiring trick jumps to get to a flag seems very unprofessional, really.  Have you ever seen CAL have maps that require the use of physics exploits in the game to obtain more points?  What about a BF2 map that has a capture point that all but the most skilled players have difficulty accessing?

All I see this doing is increasing the gap between skill levels, and making the map potentially less fun for everyone.  I have a hard time believing your comment about castle1.  With as much as you've practiced it, that back door jump is probably just as easy as running up a ramp, so it's not like it adds much of a challenge to you in that respect.  All it does is restrict the number of opponents that can use that path, making it easier for you to beat them.  Also not challenging, and unless you like easy wins, not as fun.  Even with castle1, though, the trick jump isn't required to get the second flag.

Dirty_Taco

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« Reply #85 on: May 22, 2006, 02:18:39 PM »
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« Last Edit: July 26, 2010, 12:44:50 AM by Dirty_Taco »

jitspoe

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Re: pbcup_renoir
« Reply #86 on: May 22, 2006, 02:27:42 PM »
... and completely ignored my points about the trick jumps.  Sometimes I wonder why I bother providing feedback.

A couple more things: the texture on the side of the big railings in the base needs to be rotated.  The clip brush by the back entrance has a nasty habit of launching you into the hallway if you're going too fast, making it hard to land on the ledge to the flag unless you're moving very slow.

Dirty_Taco

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« Reply #87 on: May 22, 2006, 02:43:39 PM »
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jitspoe

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Re: pbcup_renoir
« Reply #88 on: May 22, 2006, 02:56:50 PM »
So you're going to leave them in there for your own selfish desires instead of providing a logical argument?

Dirty_Taco

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« Reply #89 on: May 22, 2006, 03:06:44 PM »
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lekky

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Re: pbcup_renoir
« Reply #90 on: May 22, 2006, 07:33:44 PM »
unplayable for me :(

S8NATHOME

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Re: pbcup_renoir
« Reply #91 on: May 22, 2006, 10:37:32 PM »
I get a very steady 100+fps @ 1024x768, but then again i'm not running a MX440 either.

Very playable for me...at least by myself...but i'm used to playing with my...um...never mind.

Good job DT.
I don't like the "special" jumps at all, but the second flag is so close to the first that I don't see it as an issue. The jump inside the base is so easy I wouldn't even call it a jump. Its is practically a ramp to the flag. I can barely do the jump in the backdoor hall, I can't even come close to doing the long jump, and not even close to the mid box jump. I think that's all of them, right? Four ways to the second flag?

Like I said...I don't really care for them fancy jumps only because I can't much do them. It's not for lack of trying either. There are jumps i've tried hundreds upon hundreds of times and just can't do them.

I think the map will be a great match map. Would be a great pub map too if these people would get a PC built in the last decade.

Dirty_Taco

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« Reply #92 on: May 23, 2006, 09:20:38 AM »
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« Last Edit: July 26, 2010, 12:44:33 AM by Dirty_Taco »

Termin8oR

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Re: pbcup_renoir
« Reply #93 on: May 23, 2006, 12:56:21 PM »
Cool. Very nice.

-Termin8oR