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Thread: Static Wants YOU to contribute ideas to the map.. DO IT HERE!

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    Manager static2601's Avatar



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    Static Wants YOU to contribute ideas to the map.. DO IT HERE!

    I want to hear your ideas for the map and for the server. Map ideas, gameplay, stuff to add like pictures, new tunnels, plugins, commands, etc. Add them here. There was a thread like this put im making a new one.

    Keep in mind i cant add everything, source engine has its limits and mariokart is already pretty big as it is. So, Ideas for the new map and future maps.
    Plugins that you've seen on other servers, on the web or just idea for something I could write.

    I will read everyone's and consider them. Hell if you got ANY idea or suggestion, put it here. If you got a idea you don't wanna put here, just private message me!
    Thanks!

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    Dapeep12's Avatar
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    Rocket jump challenge area :D

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    Moonlit Kitsune Tama's Avatar
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    PSN ID: ZaruMori XFIRE ID: Ninkuro Steam ID: NinnyChan Raptr ID: KamMori
    I got an idea. How about we remove sprint. Not even kidding either.

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    Random giant pikachu

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    Manager static2601's Avatar



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    Quote Originally Posted by Tama View Post
    I got an idea. How about we remove sprint. Not even kidding either.
    Well why remove it? If it's because it's broken, well I just fixed it :)

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    Nipple Nugget's Avatar
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    Gamertag: N1ppl3Nugget Steam ID: awilliams4124
    I think that the ships flying above the area should have some sort of cannon. Maybe flying ship demo battles?

    OH MY GAWD.....MY WORLD HAS BEEN TURNED UPSIDE DOWN!

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    Manager static2601's Avatar



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    Quote Originally Posted by Nipple Nugget View Post
    I think that the ships flying above the area should have some sort of cannon. Maybe flying ship demo battles?
    That has been considered and i might look back into it. Just not sure how the cannon ball would travel from the cannon. It would have to either be on a track, like the cars, or even be a func_physbox like those boxes you shoot around. Would probably be shot out using a trigger push like those hay piles. The problem would be parenting the whole thing with the ships so they can move with it and maybe you could break part of the ship that was hit? It's kinda complicated and needs to be tested. But it might be doable. If all else fails, I could make a plugin that would handle the physics of it.

    --- Update ---

    Quote Originally Posted by Dapeep12 View Post
    Rocket jump challenge area :D
    Theres really no more area for something like that, you could just use the skybox or the map.

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    Scarletto's Avatar
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    PSN ID: axeldarkone Steam ID: scarlet_nexus
    That moment when you have a lot of ideas, but when you are asked about them you forget every one of them.


    Maybe like a cool new hidden area or something? Like an underwater base, I love underwater bases.


    Aside from my dream of being able to stare at water inside water, I can't think of much else that would be plausible. I guess there is the usual stuff like giving the supply cabinets cooldown so people can't just go back to them over and over again. Even though I do that a lot too, just because it really annoys people, and I like annoying people. But then again, if it is one guy vs half the enemy, there isn't much choice. I dunno that one is your choice I guess.


    Decorating the disco room? I dunno, my mind is a blank.

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    I second Mega's idea for taco health kits and I will join the search party.
    Whoever snuck SCP-504 into the cafeteria kitchen is getting terminated. Those tomato slices are like fucking shuriken. - Dr. Blast

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    Nipple Nugget's Avatar
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    Gamertag: N1ppl3Nugget Steam ID: awilliams4124
    Taco health kits has a vote from me. I also have another idea: Jetpacks. Nothing says awesome like jetpacks.

    OH MY GAWD.....MY WORLD HAS BEEN TURNED UPSIDE DOWN!

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    Taco health kits are great. Nipple... we tried jetpacks before

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    Irl not a fan of tacos but I think that is kinda cool for health kits

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    PSN ID: axeldarkone Steam ID: scarlet_nexus
    Taaaaaaaaaaaaaaaaaacos

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    Gamertag: CleanChimp483 Steam ID: OkamiOfTheRinnegan
    We need a lazercat mod. Maybe in the skybox

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    Gamertag: CleanChimp483 Steam ID: OkamiOfTheRinnegan
    How about thIs. A mvm tank in the roof of the center building that takes damage but never dies

    Sent from a tapatalk apk that I downloaded for free. Crap, shouldn't have told you that.

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    PSN ID: tankk2007 XFIRE ID: liltankk Steam ID: lil_tankk Raptr ID: lil_tankk
    How free grrrr


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    Gamertag: CleanChimp483 Steam ID: OkamiOfTheRinnegan
    just google tapatalk apk

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    Well I bought my for .99cents


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    Okami Amaterasu's Avatar
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    Gamertag: CleanChimp483 Steam ID: OkamiOfTheRinnegan
    We also need a 'turn into an exploding barrel' rtd

    Sent from a tapatalk apk that I downloaded for free. Crap, shouldn't have told you that.

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    PSN ID: tankk2007 XFIRE ID: liltankk Steam ID: lil_tankk Raptr ID: lil_tankk
    How about put some beer pictures and weed as a health pick up lol idk how about 30 second unlimited ammo


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    So I quickly hopped onto GMOD and put this together

    Dunno what's gonna be what, but just my quick idea.
    Whoever snuck SCP-504 into the cafeteria kitchen is getting terminated. Those tomato slices are like fucking shuriken. - Dr. Blast

  22. #22
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    I'll just make a list of suggestions and opinions:

    Change the central building roof's colour
    NG brought up something on the server that I totally agree with. Currently the top of the central building is red-with-white-polka-dots, obviously in the style of a mushroom. However, this colour scheme presents an issue in team balance: red team blend in much more easily with the roof, especially at longer distances. I think a good adjustment to make both blu and red equally visible would be to change the colour scheme to a grey instead of red. This would still match the Mario theme if its made similar to the white mushroom houses from Super Mario All-Star's sprites of Super Mario Bros 3.

    Remove the sentries from bases
    These are useless for preventing spawn camping. There are 4 options to get out of spawn and anyone trying to spawn camp will do it from the underground, as that is the only method allowing access to the enemy's cabinet room. Currently they are only used by snipers who want to safely snipe across the map without any risk from non-snipers; as soon as a sentry goes down they can (and do) simply re-activate them. Your only options at this point are to go sniper or use the underground entrance to spawn camp them until they give up -- the very behaviour that these sentries seem to be intended to prevent.

    Make warp pipes easier to use
    Due to the height of the warp pipes and their imparting of upward momentum on entities, you can't simply hop in them from on top of the warp pipe. Actually, doing this can result in being stuck floating in the warp pipe, unable to get out from hopping up and out even. If possible, I'd like to see players able to go down them from any height. I'm not sure if this is possible to set up in Hammer, however, so it might just be wishful thinking.

    Fix haystacks/pipes affecting projectiles
    The haystacks/pipes should not affect projectile momentum due to some major issues related to them. More in terms of gameplay, it is annoying when you try to shoot someone, only to have the haystack act as some sort of magical anti-rocket forcefield that launches projectiles away from their intended targets. Again, this may not be possible and just wishful thinking.

    Have boats turn smoother
    Right now the airships will read the corner of their path,then suddenly turn at a 45-degree angle twice. This results in two gameplay issues. One is that you can jump to the boat and suddenly have it turn underneath you, causing you to suddenly and frustratingly miss the ship when you should've landed on it. Second is that players fighting on the ship can fire a shot right when the boat turns, causing their well-aimed shot to seemingly randomly miss its intended target. Having the boats turn more smoothly than two 45-degree angle turns would fix these issues by reducing the sudden levels of error and giving players time to react.

    ? blocks should have consistent packs
    Either on the previous map or the current, I remember one of these having a 50% ammo pack instead of a 100% like every other. Maybe I remember incorrectly, though. If this is the case, it should be changed for consistency.

    Reconsider top-world health and ammo packs
    Right now we just have a ton of 100% health and ammo packs: 3 sets on the two floors of middle building, 4 sets across the various roofs, 4 sets across the corner signs, 4 sets across the clouds, plus the ? blocks. Maybe some should be reduced or removed. I'm not sure if it would improve the map, but I think it'd be worth experimenting a bit with.

    Remove cabinets from tunnels and middle building
    These only serve to promote "humping the cabinet" in order to practically make yourself invincible. These shouldn't really be used outside of the main bases. Maybe they would be OK with a longer cooldown timer on them for players, however. Something I think worth looking into would be...

    Add ammo and health packs to the underground
    Add some low value ammo and health packs around the tunnels instead in marginally remote locations. This would be very helpful for weapons that require constantly grabbing ammo and Engineers, allowing them to assess where the most efficient location to go to get their pickups would be instead of boringly walking through the middle of the map to their tunnel cabinet and back.

    Return the Minecraft room
    The Minecraft room was much more popular than the disco room. I've only twice ever seen the disco room used, whereas the Minecraft room was used for various silly events on a daily basis. While I personally didn't use the Minecraft room, I think it'd be good to bring it back for the others who did. If brought back there should also be a teleport to it from both the red and blue sides of top-world for easier, balanced access between teams.

    Redesign the tunnels
    The winter map's tunnels were extremely tight and absolutely impossible to dodge in. The summer's tunnels are more open, but still narrow for their extraordinary lengths in two sections. These sections tend to become stalemated spamfests. Groups of snipers fire down the tunnel, with those attacked unable to maneuver much on their way through the long, narrow corridor and having few options to get behind their aggresors. Or, various other classes using explosives, lasers, arrows, and flares spam shots unskillfully down the hall until something dies. I would say work on breaking up these long sections a bit to combat these problems. I also think you should adjust the areas on each side of the center box room. Currently the box room is out of the way due to needing to go past where the cabinet room entrance would be, into a smaller room, into the cabinet room, practically back-tracking across one axis of the map, and then finally entering the box room. Due to this layout the box room is used much more rarely then it was in the winter map. Removing those smaller rooms from outside the cabinet rooms and moving the entrances closer to their respective spawns a bit I feel would allow the route to be utilized more.

    Adjust the speed tunnels for faster travel
    One of the things the winter map did well with the tunnels was allow for their use for fast travel across top-world. While the summer map still contains the speed tunnels going in a parallel direction to one set of the map's rectangular edges, the one speed tunnel set with the open hallway next to it present in the winter map is gone. This means it can take a pretty long time to move around the map than it would previously. In conjunction with modifying those extremely long tunnels as previously mentioned, I would recommend adding these sorts of speed tunnels to both sides of the map to allow for faster transportation to where things are going on.

    Make the entire map out of fire
    Yes. Maybe. No, I'm jok-- THROUGH FIRE, JUSTICE IS SERVED!


    Please excuse any typos as its 4 AM and everybody in the club getting tipsy.
    Last edited by Nuro; 03-17-2013 at 05:35 AM.

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    Lil_tankk's Avatar
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    PSN ID: tankk2007 XFIRE ID: liltankk Steam ID: lil_tankk Raptr ID: lil_tankk
    Put mushrooms as health pick ups sniper tower that flower for ammo pick ups


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  24. #24
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    PSN ID: Sanctified-Hero XFIRE ID: sanctifiedhero Steam ID: sanctifiedhero Raptr ID: sanctifiedhero
    the porn room should be redone entirely, better and more porn, premium quality stuff as well as making it harder to get to. i mean i want the porn room to be the most secrest room in all of secret dom.

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    Scarletto's Avatar
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    PSN ID: axeldarkone Steam ID: scarlet_nexus
    I think that the ability to jump should be disabled for remoted sentries.

    I think you can tell why this is a determent to the server.

  26. #26
    Manager static2601's Avatar



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    Quote Originally Posted by Nuro View Post
    I'll just make a list of suggestions and opinions:

    • Change the central building roof's colour
    Ive never seen this as an issue and I mostly play blue team. I dont think its necessary to change the color of the roof, I might redesign it soon anyways.

    • Remove the sentries from bases
    These are still in here mostly for fun. I was planning on making them only activate for the owners of the base. I may also use them in a future idea i have. I may also reposition them or even downgrade them.

    • Make warp pipes easier to use
    Ive seen this issue and had a plan to press a button like crouch and it will disable it for you, though im not sure if i could for just one person. I could however, have that command push the player down, but it could be abused if i dont do it correctly. As of right now, you can switch gravity to high then back to normal for your self to get unstuck from it. (!hlgravity) I think it is.

    • Fix haystacks/pipes affecting projectiles

    This has been like this from day one and yes they can be flagged to only work on clients and not projectiles, I may do that in the next map.

    • Have boats turn smoother
    Func_tracktrains (boats, cars) is old and is buggy when you try to get them do work like cars, I can smooth the turns but may make a wider turn or might just bug out all together. Ill take a look at what I can do to smooth them out, though I dont think there is anyhting I can do about shots lagging when you shoot at someone.

    • ? blocks should have consistent packs

    I might do something with this later.

    • Reconsider top-world health and ammo packs

    I was planning on changing all full packs to meds or small and put them around more.

    • Remove cabinets from tunnels and middle building

    Cooldowns on the lockers was a project I was working on but have but a side. I will probably add triggers to all the lockers so when I get to it, I can have the plugin hook these triggers and use the cooldown effect.

    • Add ammo and health packs to the underground

    again, these will come in the future, when more tunnels and area are added.

    • Return the Minecraft room

    as much as people liked the Minecraft room/area, it was too big for the map, though I still plan on adding some type of minecraft area, it just has to be smaller. I made a big house in minecraft, but it was way too big, about 3 times bigger then the original mc room. Minecraft blocks use alot more brushes then any tf2 map and alot more surface area. It is pretty hard to find the line between the 2 area that valves engine can put up with. Anything more and it will lag and youll see errors cuz the engine cant do it all.

    • Redesign the tunnels

    I have already worked on adding tunnels off to the side you can take to avoid running down a long hallway just to have a sniper step out and kill you and your teammates. I agree these long sight lines make great sniper points and poor anything else, just a tunnel or death. So side tunnels will be added to break these up. The box room may be turned into something else, maybe a point to fight over or something fun, Im just not sure yet. The current tunnels were just for testing to see how people liked them that size and I never got around to really updating them or even optimizing them or the map so you dont get game lag. What the optimizations would do, for one, would break up the tunnels so not everything is drawn by the engine, only what your seeing or the tunnel your in. Right now, without optimizations, the entire playable map is being drawn by the game engine and puts a lot of strain on your system.

    • Adjust the speed tunnels for faster travel

    Im not sure how the winter map was better for speed tunnels, but I have plans for adding more ways to get above ground from the tunnels and vice versa. I will probably add more shorcuts and/or speed tunnels to areas around the map.

    • Make the entire map out of fire

    Lol Wut?! I could add a fire breathing dragon that sits on the middle building roof and burns players as they try and cross the map.


    So with all that said, im not sure when ill get these updates out but when I do, ill try adding what I can. I will most likely add these acrossed a few map updates rather then one big one. Thanks for the ideas and keep them coming.

    --- Update ---

    Quote Originally Posted by Nuro View Post
    I'll just make a list of suggestions and opinions:

    Change the central building roof's colour
    Ive never seen this as an issue and I mostly play blue team. I dont think its necessary to change the color of the roof, I might redesign it soon anyways.

    Remove the sentries from bases
    These are still in here mostly for fun. I was planning on making them only activate for the owners of the base. I may also use them in a future idea i have. I may also reposition them or even downgrade them.

    Make warp pipes easier to use
    Ive seen this issue and had a plan to press a button like crouch and it will disable it for you, though im not sure if i could for just one person. I could however, have that command push the player down, but it could be abused if i dont do it correctly. As of right now, you can switch gravity to high then back to normal for your self to get unstuck from it. (!hlgravity) I think it is.

    Fix haystacks/pipes affecting projectiles

    This has been like this from day one and yes they can be flagged to only work on clients and not projectiles, I may do that in the next map.

    Have boats turn smoother
    Func_tracktrains (boats, cars) is old and is buggy when you try to get them do work like cars, I can smooth the turns but may make a wider turn or might just bug out all together. Ill take a look at what I can do to smooth them out, though I dont think there is anyhting I can do about shots lagging when you shoot at someone.

    ? blocks should have consistent packs

    I might do something with this later.

    Reconsider top-world health and ammo packs

    I was planning on changing all full packs to meds or small and put them around more.

    Remove cabinets from tunnels and middle building

    Cooldowns on the lockers was a project I was working on but have but a side. I will probably add triggers to all the lockers so when I get to it, I can have the plugin hook these triggers and use the cooldown effect.

    Add ammo and health packs to the underground

    again, these will come in the future, when more tunnels and area are added.

    Return the Minecraft room

    as much as people liked the Minecraft room/area, it was too big for the map, though I still plan on adding some type of minecraft area, it just has to be smaller. I made a big house in minecraft, but it was way too big, about 3 times bigger then the original mc room. Minecraft blocks use alot more brushes then any tf2 map and alot more surface area. It is pretty hard to find the line between the 2 area that valves engine can put up with. Anything more and it will lag and youll see errors cuz the engine cant do it all.

    Redesign the tunnels

    I have already worked on adding tunnels off to the side you can take to avoid running down a long hallway just to have a sniper step out and kill you and your teammates. I agree these long sight lines make great sniper points and poor anything else, just a tunnel or death. So side tunnels will be added to break these up. The box room may be turned into something else, maybe a point to fight over or something fun, Im just not sure yet. The current tunnels were just for testing to see how people liked them that size and I never got around to really updating them or even optimizing them or the map so you dont get game lag. What the optimizations would do, for one, would break up the tunnels so not everything is drawn by the engine, only what your seeing or the tunnel your in. Right now, without optimizations, the entire playable map is being drawn by the game engine and puts a lot of strain on your system.

    Adjust the speed tunnels for faster travel

    Im not sure how the winter map was better for speed tunnels, but I have plans for adding more ways to get above ground from the tunnels and vice versa. I will probably add more shorcuts and/or speed tunnels to areas around the map.

    Make the entire map out of fire

    Lol Wut?! I could add a fire breathing dragon that sits on the middle building roof and burns players as they try and cross the map.


    So with all that said, im not sure when ill get these updates out but when I do, ill try adding what I can. I will most likely add these acrossed a few map updates rather then one big one. Thanks for the ideas and keep them coming.

    --- Update ---

    Wish someone would fix these forums, Damn double post ^^ I cant edit it for some reason.

    --- Update ---

    Wish someone would fix these forums, Damn double post ^^ I cant edit it for some reason.

  27. #27
    Nuro's Avatar
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    The fire thing was because me and Mega were making jokes on Skype while I was typing it, and I said I'd insert it into the post.

    I'd look into fixing the forums, but I sadly do not have access to them.

  28. #28
    Manager static2601's Avatar



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    Im pretty sure php needs updated, maybe even vbulliten but i dont have access to the control panel.

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    Quote Originally Posted by static2601 View Post
    Ive never seen this as an issue and I mostly play blue team. I don't think its necessary to change the color of the roof, I might redesign it soon anyways.

    This is ABSOLUTELY an issue, Red players are neigh(sp?)-invisible from above. The sooner you churn out that redesign, the better.

    Also, to throw in my own 2 cents, the collision damage from the cars is just annoying. Probably one of the main reasons people swarm the tunnels is to avoid the stupid cars. Really, does anyone actually LIKE this feature?

  30. #30
    drunkendan's Avatar
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    I hate those cars because they are inconsistent. Sometimes they will kill me after a few seconds, sometimes they do nothing, sometimes they take away a chunk of my health. It is not fun.
    will get an image soon maybe

  31. #31
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    Steam ID: nurotasama
    The cars are also very inconsistent in their damage. Sometimes they'll just push you, sometimes they do 15 damage after a while (or instantly), sometimes they flat out kill you... and sometimes that's even after a few seconds. They're also very effective at stealing kills due to this.

  32. #32
    Manager static2601's Avatar



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    i put added those because i thought it would be better then getting stuck in the cars or stuck in the ground or dragged around the track, when you get hit. they didnt work as well as i planned and will probably remove them or do something diffrent with them.

  33. #33
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    Quote Originally Posted by drunkendan View Post
    I hate those cars because they are inconsistent. Sometimes they will kill me after a few seconds, sometimes they do nothing, sometimes they take away a chunk of my health. It is not fun.
    I like how we said almost the same thing.

  34. #34
    Moonlit Kitsune Tama's Avatar
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    PSN ID: ZaruMori XFIRE ID: Ninkuro Steam ID: NinnyChan Raptr ID: KamMori
    We need more marble collems, And Tigers with lighting bolts. (I'm not kidding)

  35. #35
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    Quote Originally Posted by Tama View Post
    We need more marble collems, And Tigers with lighting bolts. (I'm not kidding)
    Brilliant.
    To be truly sane, one must first be insane.

  36. #36
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    Gamertag: stewartlitle327 Steam ID: pimpmerhein Raptr ID: stewartlittle327
    I guess to put my 2 cents in, since Nuro and others covered like buggy things and changes. But my 2 cents would be to change around or redo the posters and the lucky star billboard.

    Change around the middle building maybe with less player stopping enteties, cause for someone running from somone and getting caught on it and dieing. x.x

    Possible bigger spawn buildings so demos can't just sticky spawn trap.

    Maybe a puzzle room of some sorta, don't know maybe for later date.

    More passage ways underground and maybe a little darker lighting cause snipers, and revamp the disco if you keep it maybe to have like streamers and sparklers make it look like we are party like it 1984 :D

    I also will say Minecraft room needs a return! I'ts been so long since i've seen a Minecraft room, also saying I remade the Minecraft house in Creative Mode in actual Minecraft,,,,,,3 times.
    Last edited by stewartlittle327; 05-14-2013 at 01:06 AM.

  37. #37
    leviathan's Avatar
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    I agree with the parts about bigger spawns and the minecraft room, however i have no opinion on the rest.
    To be truly sane, one must first be insane.

  38. #38
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    Gamertag: stewartlitle327 Steam ID: pimpmerhein Raptr ID: stewartlittle327
    I'd actually wanna see people come up with more ideas for the above ground as laggy as it can be most of the time, it gives some want to go above ground cause it gets no love cause everyone goes below ground to base camp gets annoying and boring real fast for me, after like 10min of it i log off and go do something else cause its just not something i particularly like to see or do. Other then that i've pretty much said everything i can on my end.

  39. #39
    Nuro's Avatar
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    One reason I see people go to the underground is due to snipers. Very few people on the server understand the variety of tricks and shortcuts you can use with the map's geometry and layout. The low gravity and that there are also 100% health packs at the popular sniper spots doesn't help.

    Another reason is that it is very easy to set up a decently fortified sentry camp in the tunnels, but it is impossible to do so above ground. Once you have a protected teleport in the tunnels near the enemy base everyone moves underground: the team with the camp are all using the teleporter while the other team are all trying (and often failing) to kill the camp. And now you have everyone back in the tunnels again.

    It doesn't seem to cross people's minds that you can just ignore the sentry camp and stay above ground.

  40. #40
    leviathan's Avatar
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    Quote Originally Posted by Nuro View Post

    It doesn't seem to cross people's minds that you can just ignore the sentry camp and stay above ground.
    That's an option?
    To be truly sane, one must first be insane.

  41. #41
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    Quote Originally Posted by Nuro View Post
    One reason I see people go to the underground is due to snipers. Very few people on the server understand the variety of tricks and shortcuts you can use with the map's geometry and layout. The low gravity and that there are also 100% health packs at the popular sniper spots doesn't help.

    I actually know for a fact that that it's true i only go sniper and scout above ground just for open space and better places to jump. On the other hand your right snipers get annoying and everyone goes underground then you get others with mini sentries and full blown bases that are really hard to bust, so its a fight to figure out what to do good percent of the time.

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