CTF-Asimov

CTF-Asimov

Postby windigo » Mon Dec 23, 2013 4:26 pm

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Re: CTF-Asimov

Postby InfamousRaider » Mon Dec 23, 2013 4:55 pm

Windigo you are a fucking machine, spitting out a new map every 3 days. Where the fuck do you come up with this shit!
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Re: CTF-Asimov

Postby TimTim » Mon Dec 23, 2013 5:33 pm

Looks awesome! I'll put it on servers in a bit.
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Re: CTF-Asimov

Postby Sonic|^ » Mon Dec 23, 2013 5:58 pm

One tiny suggestion which isnt that big of a deal.

Maybe make the structure in middle a tad wider/longer so that if you do a perfect dodge(has to be difficult to pull off) you can get on top of it from the sides. Other than that the map looks good. Can't wait to play it.
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Re: CTF-Asimov

Postby TimTim » Mon Dec 23, 2013 6:54 pm

We just played it and it played nicely. I'm not sure how I feel about the high points being able to snipe almost everything. I also think a few spawns should be turned around so they face forward, and move that one spawn low in the base backwards and to the right side so that when you're on offense you don't have to go backwards and then forwards to get out.
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Re: CTF-Asimov

Postby TimTim » Mon Dec 23, 2013 8:54 pm

Damn. This map flows like water. Played it a 2nd time and really got the hang of it. It's gonna be the new Duku.

Plus, check out this nasty shit:

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Re: CTF-Asimov

Postby Bizmonkey » Mon Dec 23, 2013 8:56 pm

DAAAAYYYYYUUUUUMMMMMM snky making plays.
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PostThis post was deleted by TimTim on Mon Dec 23, 2013 9:52 pm.
Reason: "noise" lol someone isn't well-versed in music; stay on topic!

Re: CTF-Asimov

Postby HULKSMASH » Tue Dec 24, 2013 8:43 am

Hahaha that looks amazing, well played :)
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Re: CTF-Asimov

Postby Morpheus » Wed Dec 25, 2013 8:13 am

Pretty open map...A lot of corners but i can lame the shit out of everyone if i need to.

Base: You have a gigantic high where you can and should camp all game. Base is huge. If you come in from high you are announced as you grabbed, you will die as soon as you touch it because of the close proximity of the spawns. If you are l33t enough to double kill you will die if you turn a corner (they spawn looking at you lol) except the right one and go that insanely steep way.

My opinion is that this is not a good map for pugs or league. Huge disadvantage for attackers when it should be the other way around. A good shot at high and a risus on low, and hf/gl.

Map takes too long and you are insanely exposed when you run it.

This will be a sensation in pubs though...

Nice try anyway and happy holidays
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Re: CTF-Asimov

Postby Sonic|^ » Wed Dec 25, 2013 10:30 am

huh? I found it one of the easiest maps to cap. A little bit of team work and you are in your base in 5 seconds. Maybe you should play it a few more times before shitting on it.


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Re: CTF-Asimov

Postby TimTim » Wed Dec 25, 2013 12:31 pm

LOL @ boost when you were trying to get boots on that last run, Sonic. I can just imagine on TS: "DON'T BOOST ME!" :lol:
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Re: CTF-Asimov

Postby Sonic|^ » Wed Dec 25, 2013 1:05 pm

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Re: CTF-Asimov

Postby Morpheus » Wed Dec 25, 2013 1:54 pm

yes the amazing defense you faced was crushed by you...lol :roll:

A experienced player just needs a quick glance of the structure of the map to see it probably won't work.
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Re: CTF-Asimov

Postby Sonic|^ » Wed Dec 25, 2013 3:19 pm

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Re: CTF-Asimov

Postby TimTim » Wed Dec 25, 2013 7:19 pm

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Re: CTF-Asimov

Postby 'ZaccyBoy » Thu Dec 26, 2013 1:24 pm

still looks like the previous 5 maps
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Re: CTF-Asimov

Postby HuMPtY » Thu Dec 26, 2013 9:45 pm

Agree with morpheus on first play.

Would be popular on the pub servers though im sure.
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Re: CTF-Asimov

Postby Bizmonkey » Sat Dec 28, 2013 1:11 pm

Good map. Needs some work on spawns (felt like the defense spawned looking right at the flag).

Honestly, it felt a lot like Spirit with another couple of levels.
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Re: CTF-Asimov

Postby windigo » Wed Jan 01, 2014 9:30 am

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CTF-Asimov-beta2
http://www.sendspace.com/file/x97sq7

I've got an idea or two on how to make this map really exceptional but I'm going to have to hit the tutorials and learn a couple new things with triggers and movers.
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Re: CTF-Asimov

Postby windigo » Wed Jan 01, 2014 10:00 am

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Some wizard told me it'd be better to see if people even like this idea rather than spring it on them

I think a button in mid that controls an electric field in front of each teams booster in mid would be pretty neat. It would only be able to be activated once every 30 seconds or something, so a teammate could clear the path for his teams offense to perform the boost, or some scrub could fail the cock block with a poorly timed shot.
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Re: CTF-Asimov

Postby Cy » Wed Jan 01, 2014 10:16 am

* EDIT * - moved to correct thread
Last edited by Cy on Wed Jan 01, 2014 10:27 am, edited 1 time in total.
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Re: CTF-Asimov

Postby windigo » Wed Jan 01, 2014 10:21 am

I believe you've confused Altitude with Asimov. Altitude has 52 boots in it, Asimov has 2 pairs.

ctf-altitude:
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Re: CTF-Asimov

Postby Cy » Wed Jan 01, 2014 10:26 am

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Re: CTF-Asimov

Postby kud » Wed Jan 01, 2014 4:20 pm

retexture looks snazzy. no comment on the buttons since I haven't pugged the map, except that bollwerk had a similar thing going with it's button in base
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