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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Thu Dec 18, 2014 6:15 pm 
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Joined: Sun Sep 14, 2014 9:38 am
Posts: 1236
uni-sol wrote:
.. unless your already a silent sneaky secret dev incognito :lol:


He would be too much of a distraction in the office.

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FLO Inner Hospital C4 Updated
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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Thu Dec 18, 2014 9:21 pm 
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Location: Ontario, Canada
This map FORCES you to communicate!!! :o


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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Thu Dec 18, 2014 9:26 pm 
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As you probably been told already the sewer spawn is wayyyyy to hard. Its too easy for them to block us in.

The ladder route is too easy to camp.

What i noticed which could make it more even for them to break out was:
Steam sprays on your screen just as you peak through the hole which gives them an even better advantage than they already have.
Maybe block off from standing on the pipes next to the stairs as its too hard to kill them in an already hard route.

Decal in sew spawn ends sharply!

A exit from the sewer without having to breach it might be needed to even it out.

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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Sat Dec 20, 2014 12:20 am 
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lol AussieDevs...Crocs,Mozzies,Beer...
Thanks for the feed back.
A new build will be out soon Just adding new breach point slowly..


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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Sat Dec 20, 2014 7:24 pm 
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Played it on the Beer Me server. First load took long 2th time it loaded in a blink.

I have a hard time to recognize the enemy in the overall blue color, but thats probably something to get use to. Love the looks and detailed and other fancy stuff.

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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Sun Dec 21, 2014 5:11 pm 
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Thanks Drecks,
I have reduced the blue in sewers..Should have update out today but I have not finished the new breach point or points..
Here's an image of the current layout and ideas..Any input from you guys and girls would awesome.
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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Sun Dec 21, 2014 6:00 pm 
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Played some rounds again on the Beer Me server. Currently the only place where we can play our custom maps. So kudo's for these guys.

I like the concept, but I forsee a hard time to get out on the the ladder and stairs on a full server. When the room behind the destroyed wall is some larger and the stairs dont have that good line of sight on the hole in the wall the attackers might have a better chance. But first let this played for a while.

I guess the Beer Me server admin would like it when you inform him about the update.

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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Sun Dec 21, 2014 6:07 pm 
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Can you post a more better overlay image. That one doesn't really show the prison layout too well.

Maybe we are looking at it the wrong way and could make it so the top spawn have longer to go to get to the middle or have a door of their own to open.

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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Sun Dec 21, 2014 10:54 pm 
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I was thinking about having the Mess hall door closed until C4 on victor is done..
So many ideas to consider .
I have extended the sewers in 2 directions and added a line of sight for Assault on Victor Obj."TY Drecks,That was a good idea..""just more work now"" :cry:
The way the tunnels are heading you need to be a tunnel rat...
The sound actor volume has been reduced.
Post processing has been tweaked..
Since in Christmas I have been a little busy so I haven't released the update yet but soon as I do I will post up and let you know..
Bada Bro..I can only add a certain size image on this forum..But I will try get a link up for a large HR image..


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 Post subject: Re: Released:maximaz Sekuridat[Maximum Security]
 Post Posted: Mon Dec 22, 2014 7:25 am 
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Joined: Fri Oct 28, 2011 1:11 pm
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Location: Czervenia
personally with your talents, i would add in a rooftop, have defence start up there so it takes longer for them to reach the 2 chokepoints.. with added bonus of having "the island" you could have it real foggy so you dont have to put too much detail into the surroundings, you can also have it raining/stormy like the SFX.

still a whole bunch of work no doubt, i know.. but man i think that would look sweet.

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