whenever i see my roommate has a picture of a naked woman on his screen, i ask him: "is that from a defy link?" to which he always replies: "yes."
| #31 |
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| Thu, 15 Sep 2011, 02:11pm | Link |
| #32 |
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Metalworks and Process are both fun as fuck. I have to see Standin in action cuz I have no clue how I might play it |
| Thu, 15 Sep 2011, 07:32pm | Link |
| #33 |
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send roamer and a scout to c, scout to a and combo/demo to B. B is kinda like the midpoint all these maps are really good and I love the pugs on them |
| Fri, 16 Sep 2011, 08:20pm | Link |
| #34 |
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I want to start playtesting process like we used to do for metalworks; The map looks promising. I need to readd you scorpio :X I haven't had a chance to play the map at all but one strange thing I notice is the bridge across to the 2nd point. My first impression is that it provides a free path for flankers and, even worse, combos to walk right onto the spire without taking much of a risk at all by dropping down or exposing their medic. Basically pink path vs green path in this screenshot: http://i.imgur.com/TPXxh.jpg Lemme know how my impression compares to actual gameplay because I could be completely wrong.
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| Fri, 16 Sep 2011, 09:03pm | Link |
| #35 |
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To be honest, in sessions so far, combos tend to stick to the green path more so than the pink. Yes, there is the possibility that you'll get jumped, but meds tend to have enough room to maneuver and so forth. Likewise, the pink path has the wall to splash rockets off of, and there is the real possibility of a med getting knocked off by splash and ending up in scout territory. The hallway near where the bridge starts can also be a pretty killer ambush point, but I haven't seen anyone really abuse it yet. It could be a quicker route later on with more coordinated teamplay, but for right now usually how the bridge is used is for scouts to dodge fire, and for quick access to the balcony for a push on last. |
| Fri, 16 Sep 2011, 09:42pm | Link |
| #36 |
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A9 of standin is out. MAP IS LOOKIN GORGEOUS! http://dl.dropbox.com/u/3492731/standin/cp_standin_a9.bsp
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| Thu, 22 Sep 2011, 04:18am | Link |
| #37 |
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need more benches |
| Thu, 22 Sep 2011, 04:42am | Link |
| #38 |
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put these maps on esea pug servers |
| Thu, 22 Sep 2011, 04:45am | Link |
| #39 |
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I remember playing metalworks (the old version) ages ago.
Vescere bracis meis. |
| Thu, 22 Sep 2011, 04:45am | Link |
| #40 |
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Played Standin. Is awesome. |
| Thu, 22 Sep 2011, 08:28am | Link |
| #41 |
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For people who have played the maps (since I have not), from the screenshots the maps look quite wide open (the first two do, anyway). Are there issues with snipers getting really powerful sightlines (since people tend to play sniper more often in pug type scenarios anyway)? Also for some of the lasts, are sentry gun placements really strong with that much distance? |
| Thu, 22 Sep 2011, 06:51pm | Link |
| #42 |
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There were never really sniper problems during any of the pugs i was a part of. |
| Thu, 22 Sep 2011, 08:02pm | Link |
| #43 |
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Killing wrecked on pug by killing everyone at middle from spawn. I added a couple of fences in the right spots, as well as moving some boulders around and now snipers have to get out and about in order to kill anyone at mid. Snipers at A or C have a similar problem. Yah, they have some long sightlines, but in order to abuse them they have to get right out in the open away from any real cover. Also, a sniper can't really block the cap fast enough, and people can cover themselves on the point. So far, other than mid which I fixed, no real sniper problems. |
| Thu, 22 Sep 2011, 08:26pm | Link |
| #44 |
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Cool, good looking out homie |
| Thu, 22 Sep 2011, 08:46pm | Link |
| #45 |
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i have a suggestion that will make standin 10x more fun. more improvements to come |
| Thu, 22 Sep 2011, 09:15pm | Link |
| #46 |
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ITS JUST CRAZY ENOUGH TO WORK! |
| Thu, 22 Sep 2011, 10:35pm | Link |
| #47 |
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Breloom is a fucking genious |
| Fri, 23 Sep 2011, 02:23am | Link |
| #48 |
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a10 is out. Mostly two quick bug fixes, and a bigger platform. |
| Mon, 26 Sep 2011, 02:09am | Link |
| #49 |
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Okay, made updates to all three maps. http://dl.dropbox.com/u/3492731/standin/cp_command_b1.bsp (cp_standin is now cp_command) http://dl.dropbox.com/u/3492731/process/cp_process_b4.bsp http://dl.dropbox.com/u/3492731/revenant/cp_metalworks_b24.bsp Map cutoff for esea should be up in like a week, so I'll probably be releasing new versions here soon, with some minimal changes. |
| Sat, 01 Oct 2011, 04:50am | Link |
| #50 |
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cp_command_b2 is a go. Mostly visual changes but added some platforms to c for more height play. http://dl.dropbox.com/u/3492731/standin/cp_command_b2.bsp
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| Tue, 04 Oct 2011, 05:00am | Link |
| #51 |
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cp_emomand |
| Tue, 04 Oct 2011, 05:08am | Link |
| #52 |
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I've play tested all of them. They're all incredibly fun maps, especially standin great job scorpio |
| Tue, 04 Oct 2011, 01:12pm | Link |
| #53 |
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The two 5CP maps look pretty sweet. Bye warmfront/yukon? Big Shot Gaming - MI LAN Party, Fall 2012
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| Tue, 04 Oct 2011, 01:47pm | Link |
| #54 |
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In case anyone is looking for the latest three maps that are in the esea poll: http://dl.dropbox.com/u/3492731/standin/cp_standin_b2.bsp http://dl.dropbox.com/u/3492731/process/cp_process_b4.bsp http://dl.dropbox.com/u/3492731/revenant/cp_metalworks_rc1.bsp TELL UR FRIENDS! Unless ur friends are walruses, then fuck that noise walrus is be dicks. |
| Wed, 05 Oct 2011, 04:40am | Link |
| #55 |
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did you have to make the background sounds in standin so obnoxiously loud and everywhere? There's no reason to have the loud buzz of a billion rattling flag poles in the background of a map meant for comp play.
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| Wed, 05 Oct 2011, 06:58am | Link |
| #56 |
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To be honest, I hadn't really noticed the sounds being so bad. It might be a bit of a sound bug that crops up occasionally, try restarting the map and seeing if that helps. People have said similar things about the waterfall in process, but I think restarting fixed the issue. If not, I apologize. The sounds are not so obnoxious on my end. |
| Wed, 05 Oct 2011, 07:08am | Link |
| #57 |
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| Mon, 10 Oct 2011, 07:11am | Link |
| #58 |
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For some reason I cut-pasted the map file, instead of copy-pasting it. MY BAD! But it doesn't matter cuz there is a new version. http://dl.dropbox.com/u/3492731/standin/cp_standin_b4.bsp COME GET YOU SOME! Also, just so everyone knows I do have a week or so to finalize the map. So expect standin_b5 to be the official map run in ESEA. ALSO ALSO: standin, process, and metalworks are all now available for esea pugs. I have no idea if I'll be able to update them as frequently as I might like, but you'll at least be able to play them in some form. ALSO ALSO ALSO: I'M FUCKING TIRED LEAD MREAL ALONE! |
| Mon, 10 Oct 2011, 08:47am | Link |
| #59 |
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cp_standin_b5 is out. Not too many significant changes from b4 EXCEPT FOR CIRCULAR SIGNS WHICH DESTROY COMPILE TIMES UNLESS YOU FUNC_DETAIL THEM OGDDOOOOOO. This should be the version played in esea s10 as well as the MGE CUP. http://dl.dropbox.com/u/3492731/standin/cp_standin_b5.bsp
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| Tue, 11 Oct 2011, 05:19am | Link |
| #60 |
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We should ban Heavy from cp_standin. Spawns are way too quick and the point is too close to make Heavy balanced. |
| Wed, 12 Oct 2011, 04:03am | Link |


