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Last Shout - Posted by: FUBAR-UR - Sunday, 25 April 2010 21:19
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FUBAR-UR
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Post subject: New Map - Hot Foot - TKOTH Posted: July 28th, 2010, 8:03 pm |
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| OVERLORD |
Joined: May 14th, 2006, 3:29 pm Posts: 308 Location: Southern, CA
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Sent Ghillie a new map for us to test. Please let me know what you like and don't like.
It's very basic right now, I did not want to add too much until I get the basics tweaked out.
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WILEY COYOTE-UR
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Post subject: Re: New Map - Hot Foot - TKOTH Posted: July 30th, 2010, 4:23 pm |
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| Got Mortars? |
Joined: November 18th, 2006, 4:55 pm Posts: 178 Location: Sierra Vista
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Here are my notes, some that others made that I agreed upon:
1. Walls around the starting spawns. (Maybe also a roof to prevent inbound or outbound mortars and nades) 2. Armories at starting spawn. 3. Invisible walls to prevent lava access to the zones 4. Landmines in the lava to simulate DEATH
Possibilities to consider: 1. Pedestrian bridge made of containers parallel to the driving bridge. 2. Third bridge down to a spawn point/armory/med pack location. 3. Med packs in center of building (stairwell) 4. Ladders up to top floor (not roof) somewhere on the building.
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BONES-UR
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Post subject: Re: New Map - Hot Foot - TKOTH Posted: August 1st, 2010, 3:51 pm |
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| Member |
Joined: November 18th, 2006, 4:51 pm Posts: 119
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Good map overall. Suggestions: Spawn progressions going up the bridges. Motorcycles 1 chopper on each side. barrier next to building preventing vehicles from going all the way around the building. ladders up the sides of the building but not the roof. Keep the room off limits. Ladders to and from the lava pit so you dont get stuck.
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GARGOYLE-UR
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Post subject: Re: New Map - Hot Foot - TKOTH Posted: August 4th, 2010, 4:18 pm |
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| Nightwatcher |
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Joined: November 17th, 2006, 12:44 am Posts: 230
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I think that just about covers it.
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