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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map feedback - Temple Ruins [CTF]

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 Map feedback - Temple Ruins [CTF] 
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frekkerebba


Joined: Sat May 12, 2012 8:07 am
Posts: 29
Post Re: Map feedback - Temple Ruins [CTF]
Way better looks not only playable but actually great. =D
Gen placement soo good.


Wed Jul 25, 2012 11:32 am
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Breadman86
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Joined: Wed Aug 10, 2011 12:56 pm
Posts: 178
Location: Huntsville, AL
Post Re: Map feedback - Temple Ruins [CTF]
LOVE the redesign of the terrain and the outside of the base. Love it. Really curious to play with it online.

Only dislike so far? Generator placement. Okay, so I complained about the previous generator room as well. My problem wasn't that it was underground though. It was the size and layout of the underground area. If it had been just two entrances and a slightly smaller area underground, I would love it. As it is now... not so sure. Once again, I haven't played a match on it yet, but it doesn't seem to fit the map visually (seems like random barriers were just thrown up), and I feel like heavies will be able to totally get in their and spam the heck out of that area with mortars and such.

Love the direction the map has taken overall though.


Wed Jul 25, 2012 1:18 pm
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ManandMachine
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Joined: Thu Feb 23, 2012 6:56 pm
Posts: 633
Location: In a van down by the river.
Post Re: Map feedback - Temple Ruins [CTF]
The generator would be better placed on the roof, inside the little tunnel.

Right now, it's indefensible.

You guys don't want to put any more time into the map, but the vehicle pad should go where the gen is, and the gen should move to the roof.
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Wed Jul 25, 2012 3:31 pm
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SewingPin
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Joined: Sat Feb 11, 2012 8:58 pm
Posts: 58
Post Re: Map feedback - Temple Ruins [CTF]
ManandMachine wrote:
The generator would be better placed on the roof, inside the little tunnel.

Right now, it's indefensible.

You guys don't want to put any more time into the map, but the vehicle pad should go where the gen is, and the gen should move to the roof.


Perhaps just raising the inner wall around the gen could be enough and/or adding some ledges around it. Right now I am a tad worried about mortars safely blasting the gen from far away.
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Wed Jul 25, 2012 5:10 pm
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Trunks0
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Joined: Thu Feb 18, 2010 3:57 pm
Posts: 85
Location: Vancouver,B.C., Canada
Post Re: Map feedback - Temple Ruins [CTF]
Repair pack dispensers are non-functional for the Diamond sword team.
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Wed Jul 25, 2012 7:41 pm
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ManandMachine
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Joined: Thu Feb 23, 2012 6:56 pm
Posts: 633
Location: In a van down by the river.
Post Re: Map feedback - Temple Ruins [CTF]
Ah ha!

It WAS this map. They said they weren't going to put it into rotation because of that, so they already knew. Maybe they figure it will be a quick fix.

Today, I realized that inventory stations are even farther from the flag stand than before, and I'm not happy about that. Oh, and they are completely exposed--HATE IT.

It's a shame the inset towers were removed. The remainder looks really, really strange. All I see is a lot of empty, wasted space--completely at odds with the other maps.

I'd like to see those walls come out, if the towers can't be put back in place. Add some internal structure, move the gen somewhere defensible, and put the vehicle pad where the gen is--that would give the structure some cohesion, despite its size. We don't have any maps with interesting interior spaces; this could and should be the one to pull it off.

I am disappointed the gen was moved from it's original chamber. That space represents a certain amount of work, and I hate to see it go to waste, because there wasn't anything really wrong with it.

The sensor should not have been moved. Absolutely should not have been moved.

Map's still too brown. Gives Blood Eagle an advantage.
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Wed Jul 25, 2012 9:01 pm
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Blacksheath
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Joined: Mon Aug 23, 2010 1:51 pm
Posts: 164
Post Re: Map feedback - Temple Ruins [CTF]
Ok, the bases themselves still need some work...

But the spawn points and hills inserted around the base are GREAT. Also the red tinting and addition of more lava is excellent. Very happy with the temple ruins changes overall.


Wed Jul 25, 2012 9:08 pm
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gallwapa


Joined: Sat Dec 10, 2011 10:10 pm
Posts: 244
Post Re: Map feedback - Temple Ruins [CTF]
skiing from top of base down the ramp to the flag, you sometimes bump the lip and 'mario jump' up to the ceiling.


Thu Jul 26, 2012 2:27 am
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BitRaiser
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Joined: Sat Feb 18, 2012 6:38 pm
Posts: 148
Post Re: Map feedback - Temple Ruins [CTF]
Without that little ring over the flag, the HoF is completely exposed to an endless rain of mortar spam. The terrain behind the base where the Gen Room entrance used to be now feels unfinished. The inventory stations are out of the way and make trying to dash over to them that much more annoying.

Now it's just another capper's paradise.

Overall, the map really feels just hacked together and amateurish now.
:(


Thu Jul 26, 2012 6:44 am
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Attaak


Joined: Tue Feb 02, 2010 3:14 pm
Posts: 2
Post Re: Map feedback - Temple Ruins [CTF]
Delete this map already :twisted:


Thu Jul 26, 2012 7:11 am
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