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Matches | |
Total |
680 |
Wins |
573 (84.26%) |
Draws |
50 (7.35%) |
Losses |
57 (8.38%) |
Caps Made |
110261 |
Caps Against |
31948 |
Highest |
680:70 vs [LoG]
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Streaks | |
Current |
50
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Winning |
50
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Losing |
3
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Random Quote [17:32] [Mercutio] rofl class....i crept up behind switch sol and crocuhed behidn him as scout with crowbar..fr sol sees me and comes over with crowbar as soon as he gets to us i hit switch sol with crowbar and switch sol turns round sees fr sol with crowbar out and tks him while i get sec down
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Hollow_b2 released |
After a lotve tweaking the *hopefully* final beta of Hollow has been released by kermit and if there are no bugs found then the final release will be out v soon.
Heres a few changes from the last version:
- Improved lighting throughout the map
- Medics and Scouts now recieve full concs on resupply
- Added 1 pack in the flag room for Engineer use only
- Replaced flag room ladder with a lift
- Added push triggers in the water entrances to make the route more useable
- Moved cap point to base of stairs that come in from battlements
- Cap point now gives full grens upon capping
- Speed of loft lift increased
- Added a shallow pool of water at the base of the flag room to stop falling damage
- Added lights to the security buttons so you can visually see if security is down or not
- Bridge made flat
Heres a pic of it: Battlements
The map was a joint project between ]{ermit from BBQ and our own =BC=eat...And imo its the best looking tfc map ever.
And finally heres the link: Hollow_b2 |
Comments: 18 | Views: 58552 | Unlock
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Comments
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Yo guys - slow day so I can actually read the news and write sum shit :)
Nice work kermi, Im sure the changes are going to make the map even better!(if thats possible ;/ )
Ive just got back from a 6 day tour which included Ayers Rock - it was amazing! The group of people I travelled with were great fun even though there were lots of germans :E
Quote
Edz at 13.09.2002 (13:47:32) Quote | IP Logged | Edit | Delete
hmm was still drunk i think and thought this was a new mod or something ^_^
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Hahhaha Ill take that as a compliment coz the map looks so ace :>
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heh, havnt checked it yet ;p just goin by the news post ^_^ gonna go play now BRB! |
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had to guess at the cap point bein the pod in fr, but not much of a prob! other than that spinkee map, looks class 8v8 map :) well balanced will get play testing it ASAP! |
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yeh want a playtest on it? No harm in a bit of fun :D |
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bloody nice looking. The only things I can fault the map on or can see room for improvement:
Snagging, there are a few bits with unclipped corners you can crawl under and snag on
The lift to the fr could do with being at floor level when it's idle, it's currently resting on the floor and sometimes goes up when you're not fully on it. You could make it slot into a hole in the floor.
Scale: I think the RR is going to be a bit like roasted's because it's too big to defend with any conviction. It could end up just being 5D with 2 sols at each route and a HW in the fr or something. It could end up being fine, but I think you should definitely playtest it first because it's not easily predictable.
All in all, with a bit of testing to ensure the gameplay is good, this should be a smash. The texturing and architecture is allround amazing. Only criticism I can level at the look of the map is that the respawn is rather plain.
nice job |
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"The lift to the fr could do with being at floor level when it's idle, it's currently resting on the floor and sometimes goes up when you're not fully on it. You could make it slot into a hole in the floor."
Yeah i told kerm that, Lazy bast told me to jump on the lift though to avoid missing it..Hopefully he'll change it :P
As for the ramproom...If you think thats big you should see the first beta's rr :P....Personally i think it'd be ok, I think its very defendable with 4 ppl |
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