pl_woodland_b5(outdated)

Credits

Submitter
  • P1: Beggar
    Points: 328
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
E&K (Creator/Co-creator)
Key Authors
E_K
creator

Rating

9.34/10
Based off 4 rating(s)

Additional Info

Development State
Beta
Version
5.0
Maximum Players
32

Stats

Post Count
9
ViewCount
2,652
Downloads
552
Date Added
3 years ago
Date Modified
2 years ago

3-stages pl map

Final version http://www.fpsbanana.com/maps/113463

Updated to b5

*added one more oneway door for blue on 1 stage *fix getting stick in gates *changed spawn exit for red on stage 2 *reworked buildings on stage 2 near 2-nd point for make it more easy for blue *more optimized *added some props and func_details on stage 3 *some visual changes


Changes up to b4:

Deleted building from stage 1 near red spawn Added trigger multiple to some doors Added hints and areportals (Optimized) Resized stage 2 Deleted 2 buildings from stage 2 Resized stage 3 Rework blue spawn exit on stage 3 Stage 3 now is all in alpine style Added 3DSkybox Rework the second point on stage 3 Some fixes

Enjoy!

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Comments

    • P1: Beggar
      Points: 53
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: godd-lookin' map, interestic design mesh and very fun gameplay Cons: none Improvements: add more details and it would be very nice

    So i'm glad i got burned
    • P2: Drudge
      Points: 2,594
    • E2: Guide
      EF: 35
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Well detailed and optimized, design and layout for the most part is good, plays well and plays fun.

    Cons: The second point on the second half is overly biased toward Red, 3 engineers can almost completely lock it down. The tight nature of this part makes it difficult for blue to get shots off on the sentries and push in.

    The 3rd stage could still use a bit of re-working, its a bit too open, a few more props and structures here or there might be nice to break things up a bit.

    Improvements: Check your underwater displacements on stage 2, a few of them let you see out to the skybox.

    Open up stage 2 cap 2 more to make things easier on blue, maybe add in a one way door in the upper flanking area to the left and add some metal up there for engineers to get a teleporter up more easily.

    Another option for stage 2 would be to add another flanking route that lets blue get farther behind red, but I'm not sure how much it would help without opening up the area.

    Make a custom explosion for the last point, not really a huge necessity, but its a nice personal touch rather than copying valve's cinematic explosion.

    You need a tad bit of work on optimization on the very last point as well. Notes: brbuninstalling.com 24 man custom map night play test

    Nice work, look forward to future revisions

    mmm....coffee
    • P2: Drudge
      Points: 1,469
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    If this map is good and plays well it would be a good candidate for servers because of its minimal file size. I will try it out when I get a moment.

    www.TopNotchClan.com
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Ambience: 10/10 The ambience is perfect! Sometimes I thought I was in that little world O.o Balance: 9/10 Hmmm.....it's like Goldrush: Sometimes too easy for BLU, sometimes too hard for BLU....I don't know how you can change that.... Design: 10/10 Perfectt! I like the idea of a mix between alpine and desert! Detail: 9,5/10 Maybe some more, but no problem....its just b4! Fun: 10/10 Wow! We, my clan and me, had so much fun! It's better as Goldrush" Gameplay: 10/10 It plays awesome with much fun! Looks: 10/10 So good textures, lightning... The next official map!

    Monkey
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