Rommel_b3 and Dubrovnik_b1 released


(blushing_bride) #21

aye dubrovnik seemed to play very well. only thing i noticed was a sign near to allied spawn that was not quite snugg agianst the wall. Map seemed very fast paced which is good. Everyone who played it seemed to like so much that we played it twice in a row. its now on permanant rotation instead of supplydepot

i preferred the day time version of rommel although i liked the light contrast between inside and outside but overall i prefer’d the daytime version as i dont get to see the sun much in real life.


(fledsbo) #22

Superb map, great job again Iffy and friends. :clap: :clap: :clap:

I’m sure you know this, but: There’s a missing texture is the room right next to axis spawn (upstairs).


(Ifurita) #23

\o/

Fixed the texture in the spawn. Will take care of the sign by the allied spawn


(eRRoLfLyNN) #24

Meh likes Dubrovnik, nice and hectic, had a few games last night on NW server. Nice job. :clap:


(Ifurita) #25

Great. Any changes, suggestions, or feedback you all have is welcome


(eRRoLfLyNN) #26

I’ve only had a couple of rounds on it and it plays very well. I’d need a few more games to be more constructive, but it definitely looks promising from what I can see.


(]UBC[ McNite) #27

Got a question to Rommel final:
Why on earth doesnt the autospawn for the defenders change to one of the backspawns as long as one of the gates is still open? Are there reasons for gameplay for it or were u just lazy :stuck_out_tongue:
I think the flag should be given to Allies and Axis need to spawn back at the latest when the keycard is delivered.
Any objections to me doing an etpromapscript doing that for our server?


(Ifurita) #28

nope


(deej) #29

McNite could you share that script with the rest of us then please pretty please ;-)?