[QUOTE=attack;471398]ok blockout is ready
pls pm me if you want it jonny :)[/QUOTE]
Copy-paste brushes to notepad and upload to file-sharey place then share the link. PM or do it on here, I don’t mind.
[QUOTE=attack;471398]ok blockout is ready
pls pm me if you want it jonny :)[/QUOTE]
Copy-paste brushes to notepad and upload to file-sharey place then share the link. PM or do it on here, I don’t mind.
There better be a little ledge and light on the corner so you can get on the roof still 

its not possible with the different system ,to do the exact same jump.
also its a b1 version i will do a better one soon.(there will some bigger changes in some distances i first have to know how it works ingame)
Got it yes. Busy last week - will check it out on Monday. Sorry for the delay.
see this is the kind of stuff i want to see (not the actual map itself, but the community being able to take steps in map making and the designers actually taking it as serious gestures, and not just chest puffing)
[QUOTE=spookify;472722]Base, Assault, Beach, Ice or Frostbite!
Some throwback maps![/QUOTE]
Do you really think these maps will work in Extraction like they did in RtCW? I think you’ll be really disappointed if the maps were implemented and you couldn’t play them like you would normally play them.
well worse than whitechapel cant it be :D.they have more than one way.
(i mean only the first part ;))
Honestly, I would take most maps from other games at this point. I don’t believe SD realizes how poor the current map selection is. =/
I was thinking about maps in general other night as I’m still on the fence about whether I should bother designing and blocking out a map for this game.
Anyway what I reckon is that it’s quite tricky to make a map for a game that doesn’t appear to know what it’s wanting to be. The movement, the aiming, types of weapons used, classes used, objectives and who can or can’t complete them plus a whole lot more affect how you would make any given map. You can tell the current maps that are past the blockout phase aren’t as good as they could be and I think this is because it wasn’t clear what the core gameplay was or was going to be during the development of them, now they’re almost ‘complete’ it would require a massive overhaul to get them playable for the current version of the game which might change further during closed beta, realistically those big changes aren’t going to happen this late on in the map’s development.
Battersea is shaping to be a rather fun map, they’ve learned from some mistakes and now they have a clearer picture of what XT is going to be all about they seem better placed to make a decent map, we’ll have to wait and see how it turns out, one thing that worries me is Canary Wharf isn’t that great despite being a ‘newer’ map. I didn’t play RTCW so not going to comment on that but in ET and ET:QW there were some less than desirable maps but there were also some gems in there and others that just needed some tweaks from the community so I’m hoping that in XT we get the same and that LB and WC are just XT’s version of Canyon, Slipgate, Battery and such.
Agree with that but I do not yet see the marvels in Battersea that some other people are seeing. I personally think it is not more fun as of now than CW tbh. But nothing prevents devs to improve it tho, as it is in its nursery stage.
To topic: once again, for Lord’s sake, someone remake silly_ctf from ET for these combat/duel modes!
It’s much more fun than Valhalla, believe me.
Canary Wharf is long and is incredibly drawn-out. It also has really weird, random spawn locations.
Battersea’s first objective is a real pain in the ass, but real teamwork pays off. The 2nd objective is pretty fun to play for defence and attack. Lovely open areas for snipers to be effective on both sides (def & att), but also really cool paths for the sneaky tap.
edit:
Just realised this is a duel map discussion, I didn’t mean to derail :S