Reactor_a3, available for general public testing (gameflow)


(sparky) #21

That actually sounds a whole lot better, like the gate in venice or the sliding gate in tc_base. My bet would be that the gates that drop in venice are better because the animation is a lot easier to just drop the gates down. Here is the problem, you need more room inside the foyer area for the truck to ram the gates down, and secondly, you wont need the xplosives anymore. If you do this, it in fact takes care of a lot of the problems that I mentioned. But then I hope you don’t mind leaving out the objective of capturing the explosives.
About the repairability of the truck, for a 6v6 team it would sound good to have a panzer killing the truck and surrounding occupants over and over again. This makes the first area of the map stretch out a bit. The outside is so very well done, I’d hate to see a team just burst in quickly and not fight a little bit outside. What I did was split my team up, I had two engy’s go and fix the truck while my meds got the explosives. We were able to get to the truck very quickly and without much hassle. The problem is we always got in rather quickly.
I enjoy this map so much, I probably play it about 4 hours per week.

I’ll be running a 6v6 on saturday on my new server.
63.171.136.50:27960 probably against the VH clan or QD. Anybody else want to join? you are welcome to come.


(Ifurita) #22

Actually, I was talking about the east and west dyno-team doors that are down the ramps – making those gates more gate-like, so that you can defend them a bit without having to open them up and going to the other side


(sparky) #23

ok gotcha, thought you meant the first door, since that’s the one that’s been so problamatic for me, lol. sorry.

I think those doors are ok actually, because if you think of it you provided so much cover capability using those boxes and barrels down those hallways. The other thing is that since its a very long passage way you can be slaughtered from front and behind (when axis respawn).