ctf_connectors_b2 Options
GrUmPy
#1 Posted: : Monday, October 23, 2006 4:33:50 AM
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In order to make the map run more like the designer intended it to run this map has been given its own specific configuration file.

The map will now run with the following settings instead of the usual settings that all of the other maps will still run at.

sv_hl2mp_weapon_respawn_time 30
sv_hl2mp_item_respawn_time 20
sv_gravity 600
mp_timelimit 20

REMEMBER THIS CHANGE IS FOR THIS MAP ONLY.. NOTHING ELSE IS AFFECTED

Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
Dick Cheney's Mechanical Heart
#2 Posted: : Monday, October 23, 2006 8:31:46 AM
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Hopefully this makes the map more fun. Although I've only played it for about 10 or 15 minutes admittedly, so I don't really know the layout well.

Is that gravity setting lower than normal? That can be fun.
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KYFHO
#3 Posted: : Monday, October 23, 2006 10:12:10 AM
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I played this map last night and think it has awesome potential.  I couldn't believe how massive it was though.  I think I was totally lost for the first 10 minutes or so.


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llenta
#4 Posted: : Monday, October 23, 2006 11:22:36 AM
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the gravity was set to default (not the crypt normal settings) so this means that you wont be able to move as fast as you usually do on the crypt.  as for the spawn rates, i believe they are also slowed from the normal crypt settings.
GrUmPy
#5 Posted: : Monday, October 23, 2006 12:27:29 PM
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Charles wrote:

P.S.: For connectors_b2, I suggest putting in 600 gravity if you can. It makes the jump pad timing much more appropriate and you won't have to delay or make strange archs. Fast weapon/item respawn also makes some trouble in the pillars area as orbs and nades will then spawn rapidly.

Charles ake Toy Soldier aka Headjob aka Syn

is the author of Connectors for those who did not know.

I am trying is suggestions for the map to try and make the map more playable . Some people have found the map a little more difficult to play and I a hoping that by returning it to the settings that it was designed for that people will find it a little easier to deal with.

Charles

Any hints or suggestions that you can give to us Noobs about your map would be greatly appreciated. I think the map looks awesome but right now people are wandering around a lost at the beginning and getting frustrated. The difficultiy of using the built in jump pads and and things has only intenisfied this frustration. All of this causes the starts the map to start emptying out rather quickly. This frustration level is the primary reason I have cut 10 mins off of our normal run time for now.

Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
Bike
#6 Posted: : Monday, October 23, 2006 12:32:41 PM
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How about we give this guy a mapper tag?
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Cantrip
#7 Posted: : Monday, October 23, 2006 1:58:42 PM
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Mapper tag ftw.

Just my thoughts: When i first played the map I was a little lost.  What I thought would be helpful was a series of arrows pointing to each side's flag.  For example, if you were on red Rebels, you would follow the blue arrows to the blue Combine's flag and follow the red back to the Rebel's flag/score point.  I envisioned a two-headed arrow, half-blue, half -red, in front of the portals, the bridge and along the paths.  I think that would help.

Also, if the portals had numbers, letters or names like "Alpha" and "Bravo" to identify them that would help.   One sign on each side of the portal.  The arrows would tell you which side you of it you were on.

It's a fun map.  It's more fun once you figure out where everything is.

 

You should be more like Cantrip.



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Sir.Crapsalot
#8 Posted: : Monday, October 23, 2006 2:00:22 PM
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Anyone feel like posting some screen shots? I would like to see what this map looks like.

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GrUmPy
#9 Posted: : Monday, October 23, 2006 2:05:35 PM
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Heh..

You know where to come to find this map..

Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
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