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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Thu Oct 02, 2014 7:31 pm 
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lol I could do that...Corre@{SARs} very own cell...
Just tweaking a few minor issues and she will be ready..


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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 8:53 am 
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one of best mapper :)

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 9:00 am 
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N[o]noKill3r wrote:
one of best mapper :)


yeah now go map something 6v6 that can be used in Comp !! a part of this game that actually matters :!:

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 4:12 pm 
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=IK=Doba= wrote:
N[o]noKill3r wrote:
one of best mapper :)


yeah now go map something 6v6 that can be used in Comp !! a part of this game that actually matters :!:

whats wrong with "Touchdown"?

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 4:22 pm 
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thats the Train one? problem is only two choke points on that map.. not enough.. its ok for a pub if players rush out

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 4:24 pm 
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frankof wrote:
whats wrong with "Touchdown"?


Touchdown got comp play during the UMM tournament back around June. (I've actually still got my team's match on my Twitch highlights page.) For 5v5, at least, it was *extremely* hard for assault to make anything happen; it basically boiled down to a north choke and a south choke. Even in rounds where assault can make it to the flag, extracting isn't any easier due to the long, open sight lines in the top hallway.

My sense was that 3v3 was the "sweet spot" for this map (it'd probably play great in one of the 1v1 power ladders, too), but it seems like most teams would prefer maps that allow for 5v5 (or at least 4v4).

Other feedback was that the green color cast was stronger than need be, the ambient volume was high, and that the steam damage felt gimmicky.

Other teams may have different opinions, but that's what I recall hearing at the time.


Last edited by BCPull on Fri Oct 03, 2014 6:06 pm, edited 1 time in total.

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 4:49 pm 
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BCPull wrote:
frankof wrote:
whats wrong with "Touchdown"?


Touchdown got comp play during the UMM tournament back around June. (I've actually still got my team's match on my Twitch highlights page.) For 5v5, at least, it was *extremely* hard for assault to make anything happen; it basically boiled down to a north choke and a south choke. Even in rounds where assault can make it to the flag, extracting isn't any easier due to the long, open sight lines in the top hallway.

My sense was that 3v3 was the "sweet spot" for this map (it'd probably play great in one of the 1v1 power ladders, too), but it seems like most teams would prefer 5v5 (or at least 4v4).

Other feedback was that the green color cast was stronger than need be, the ambient volume was high, and that the steam damage felt gimmicky.

Other teams may have different opinions, but that's what I recall hearing at the time.


this posts highlights 'all' the reasons people should give valuable (and in most cases welcomed) feedback to mappers on their maps! bugs, niggles.. fails.. anything, even the drawbacks and provide suggestions to help make them better.. otherwise a person has likely spent a lot of time making a map that will never get played or falls out of favour for the sake of something thats easily remedied.

its easy to make changes to a map based on peoples feedback, whats not so easy is to get inspiration or drive to make maps when you hear nothing from its potential players.

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 5:45 pm 
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* start your map layour with multiple choke points and work from there.. thats more important than pretty eye candy (even though we like that too) or an open area with cover (like the new official maps coming out.

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 6:02 pm 
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I have Loved every DELTA map... Vertigo should be in rotation.

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 Post subject: Re: maximaz Sekuridat[Maximum Security]
 Post Posted: Fri Oct 03, 2014 6:44 pm 
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I know hes good.. very good.. I was just playing with you :P

hopefully some of their skill goes to 6v6 not just pubs

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