Scandi spawn edit

Scandi spawn edit

Postby Steel » Thu Jun 05, 2014 5:18 am

http://www.speedyshare.com/gM2MV/Scandinavium-GU.rar

- Added spawns on mid level hallways of each base by the lifts to high on each side
- Added spawns mid on the right and left sides behind the pillars outside of each base
- Added four spawns in the connecting high hallway in each base
- Removed spawns from the high entry hallways in each base
- Removed the high sniper spawn
- Increased radius of door triggers from 128 to 150
- Decreased door mover time from .5 to .225
- Changed lift speed from 1 to 0.8 (faster)
- Changed lift delay from 4 to 2
- Added doorway into high base snipers that can be accessed with boots
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I'm hoping this removes some of the high congestion and promotes a better flow. Let me know what you think.
Last edited by Steel on Fri Jun 06, 2014 4:26 pm, edited 6 times in total.
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Re: Scandi spawn edit

Postby InfamousRaider » Thu Jun 05, 2014 8:07 am

Sounds like a really good start, the spawns were pretty crappy in scandi. I always thought there needed to be a spawn or 2 in low. As it stands now there are 0 spawns low making it far and away the best route for the flag carrier. Spreading the spawns out a little would allow for some diversity in runs.

The number one complaint by Euro's is the excessive amount of doors (I don't have any issues). If you were to try an remove the doors on the highest level you could add a couple of bump-outs in the walkway preventing people from spamming across the map.
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Re: Scandi spawn edit

Postby Bizmonkey » Thu Jun 05, 2014 12:15 pm

This will be great when we finally emancipate ourselves from our Euro oppressors :)

Props to Steel for trying. Hoping it works long term.
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Re: Scandi spawn edit

Postby blackout\\ » Thu Jun 05, 2014 5:40 pm

cant wait to play test this later tonight
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Re: Scandi spawn edit

Postby csnafk » Thu Jun 05, 2014 10:11 pm

scandi prease
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Re: Scandi spawn edit

Postby Steel » Fri Jun 06, 2014 2:43 am

Added final edits. Waiting for a few playthroughs before anything else is changed.
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Re: Scandi spawn edit

Postby Rum » Fri Jun 06, 2014 2:45 am

*will edit after testing

from what i'm seeing right now, actually looks a lot different from original scandi(which is good) spawns changed, etc, i'd have to play it to see how it'd go but from the changes i can see physically, they're better for league play
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Re: Scandi spawn edit

Postby Carras » Fri Jun 06, 2014 3:09 am

Hi my name is Carras and I approve this map.
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Re: Scandi spawn edit

Postby InfamousRaider » Fri Jun 06, 2014 7:22 am

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Re: Scandi spawn edit

Postby kud » Fri Jun 06, 2014 11:14 am

can't test atm, but activating the small side lifts from below was already cutting it close. might kill you now. i don't think lifts were a problem before, but i'll try to test at some point
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Re: Scandi spawn edit

Postby Sauron » Fri Jun 06, 2014 11:27 am

Never had issues with the lifts. Could leave them as-was.
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Re: Scandi spawn edit

Postby Steel » Fri Jun 06, 2014 12:18 pm

My only reasoning in increasing them was to make it not to so easy on defenders now that boots would be used more. I wanted to attackers/returners to be able to get up the lift and get in the flagroom or backpedal to the left lift in one quick motion. However I completely disregarded the lift timing jumping down, I'll give that a look when I get off work. The only thing I will keep for sure on the lift edits in the delay between movements. Cutting it 2 seconds seems perfect IMO.
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Re: Scandi spawn edit

Postby Junkyardboy » Fri Jun 06, 2014 2:51 pm

Yo steel, good work...now could you please fix spawns on bleak and also bring back original ec2 and maybe for once and for all get the spawns to be balanced..

Then bring back coret,rainbase and control and we got ourselves a nicccccccccccccccce pug list 8-) 8-) :lol: :lol: 8-) 8-) :lol: 8-)
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Re: Scandi spawn edit

Postby Steel » Fri Jun 06, 2014 3:10 pm

I've got a few ideas for bleak. I'm also about to begin work on anfractuous and vaultcity
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Re: Scandi spawn edit

Postby InfamousRaider » Fri Jun 06, 2014 3:32 pm

Anafractuous is fun but good luck with vaultcity, I think that map is a lost cause for IG
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Re: Scandi spawn edit

Postby Bizmonkey » Fri Jun 06, 2014 3:53 pm

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Re: Scandi spawn edit

Postby Steel » Fri Jun 06, 2014 4:29 pm

Changed lift speed from .6 to .8, default being 1.0. Lift drops are still very easy in my opinion, which shouldn't be a concern as you shouldn't touch the lift if done properly.
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Re: Scandi spawn edit

Postby kud » Fri Jun 06, 2014 9:22 pm

this lift is missing on blue side.
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confirmed my suspicion from before. lowering the lift by bumping the pole and jumping out of the pit is basically not viable anymore since you'll die 75% of the time. the speed change isn't worth it imo if it ruins that route
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Re: Scandi spawn edit

Postby Steel » Fri Jun 06, 2014 10:27 pm

Fair enough. I'll change it back to default. Still gonna do some tweaks. Seems people are having trouble figuring out which mid level spawn they are getting, confusing them on which way to turn after spawning. I'll adjust those as well. Still on the fence about the mid spawns.
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Re: Scandi spawn edit

Postby kud » Fri Jun 06, 2014 10:51 pm

idk bru going to be a tough map to make tournament-worthy since the mid is one huge defensible chokepoint
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Re: Scandi spawn edit

Postby rain » Fri Jun 06, 2014 11:27 pm

Image Global.iCTF I - Champions (·shøckWave·)
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Re: Scandi spawn edit

Postby Sauron » Sat Jun 07, 2014 1:53 am

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Re: Scandi spawn edit

Postby csnafk » Sat Jun 07, 2014 6:37 pm

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Re: Scandi spawn edit

Postby rain » Sat Jun 07, 2014 11:36 pm

Image Global.iCTF I - Champions (·shøckWave·)
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Re: Scandi spawn edit

Postby Steel » Sun Jun 08, 2014 3:00 am

That cap was so epic.
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