besides all those “wannabe” maps aka trickjump-fun-ctf-whatever-4walls.with.ceiling.and.floor, this is the best serious made and detailed map i’ve ever seen for ET!!
great job!
besides all those “wannabe” maps aka trickjump-fun-ctf-whatever-4walls.with.ceiling.and.floor, this is the best serious made and detailed map i’ve ever seen for ET!!
great job!
btw we finally got raw_te in our bush league!

cool hiro thx for ur interest.
nice to hear back from you again man \o/
I’m waiting to see and check the map in some servers now, I’ve changed a few gameplay things since the last alpha test and still don’t know how good or bad they’ve become.
Great map redrum!
By the way, one of the candles have tilted, in the Buddah-room. Fire-hazard!
By the way, one of the candles have tilted, in the Buddah-room. Fire-hazard!
Yea true… especially with all the wood around etc. This map needs lots of Detoenis leet fire fighting sets around :bump:
One complaint - I tried to get a beer but couldn’t find a bartender.
Too bad the ET multi-level command maps only partially work - this would be a great map to use it on.
You could still implement it but the objectives would all show on the same level.
Great looking map!
:drink:
I know it was still on their to-do list a couple of versions back, I haven’t checked lately.
Would be great to have the command map bug fixed. I tried it and worked fine but steped on the icons bug of course.
Other than that, if someone’s got an idea of how to improve it, or theres any skilled photoshoper who wishes to help that’d be great as well.
PS: thx again for those good comments \o/
Hoping to play some 6on6 stopwatch on it tonight, will post you any comments the lads have
Wow. really nice looking Map.
Seems to be one of the best"styling" Maps.
Would be nice to get this Map into Comp.
Did that finally happen? Would be pretty nice to know a bit more how the gameplay works.
no! we ended up playing Raw Castle te we love that too! But i’ll try and get a game arranged for it soon!
We had a few scrims on the map and loved it. A few points to note though:
More feedback will follow when we play more games on it. All in all good work!
The wall that needs to be blown at the end also cause frustration as it is a choke point. Can you make this nadeable?
Nice to know, will be that way for the next release.
Its first intention was exactly to stop ppl from running away with the docs too fast, and force axis to split up a bit, but as said everything needs a bit of testing.
How was it at the generator B (3rd floor)? We had some stack issues there in some of the tests and afterwards I modified a few things to make it a bit smoother. Would like to know how that works for scrim-like games. I recieved some feedback from bigger servers (30 to 40 ppl ones) commenting this, but I’d be more interested in sorting a decent gameplay for smaller teams. After all the map has only 12 spawns per team, which can be already a lot of ppl for such a small map.