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Please let me know when your 3rd one is ready, or if there are any new changes which need to be tested in either Hemskomet or Urskogen!
it is very important we try balance this map asap, recieving a ton of flack for some objectives on the map.
+ some stuck spots i've located.
Cheers yo
But if player think other wise I will look in to the lay up of the map and see what i can do as far as the light i cant do more on it seens I cant see what you see if you know what i mean.
Thanks for the feedback Yoko please check on the hotfix and then come back to me with more info I will do my best to try to please every one but in this game thats very hard to do.
The second last objective with the ladders- Again, it's too congested and claustrophobic here and the Agathians spawn WAY too close to the objective. They need to spawn further back, to give the Masons some sort of chance at pushing them back and getting the ladders up. This part of the map needs to be larger, as it is far too small for 32 players.
Other than those issues, good work with the maps! I like the ambush feel in Urskogen, but I think that the contrast is turned down too low in that map. Whatever you've done with the lighting or contrast or whatever needs to be a bit more subtle, as the map almost looks grey and it's just too hard to tell who is friendly and who is an enemy.
The second objective is too congested. There needs to be an alternate pathway. The defending Agathians spawn way too close to the objective, so it's far too hard for the attackers. The first lot of tents are quite hard to burn, but the last bunch in the nook to the rear are nearly impossible. To get through this objective, we've had to have the defenders burn the tents themselves.
After this objective is completed, the next objective is in the totally opposite direction, which is confusing and really slows the map down. I propose that the map either needs to be rehauled so that the following objective is placed behind the tents/camp objective, so that the attackers can continue in the same (relative) direction. The objectives should progress in a linear fashion, rather than forcing teams to completely change the direction they're pushing in.
Could use some alternate routes on this map. Sometimes it's just too claustrophobic on the one, narrow pathway. It becomes a clusterfuck with too many players, and many people have complained about this. It gets too spammy.
I remember before u 'fixed' the collision on the map, there was a little flank between rocks/water during th second objective just past the 'FIRST' bridge to the left from Agatha's POV. That would be nice to open up agai nand allow someone to slip though!
I understand the map was meant for 5v5 comp, but for PUBBING with 20+ those extra flanks do help break up the cluster of fuckery!!
Also I like the dim light. No need to compesate for idiots who swing and ask questions later.
Despite what i just said everyone said the chaos created from your map is what really sold it. It truly is a chaotic mess!
Map looks cool though, tell you how she be.
Good luck
But still a fatnastic map mate.