View Full Version : Alright, let's get these Cold Storage forges up and running
Cursed Lemon
07-07-2008, 08:01 AM
So the theory behind my Forge here is to minimalize possible camping spots, especially if we plan on running ball. The most obvious camping spots are snipe room and shotty room, shotty less so. I only let snipe room have the sniper and removed camo, and I put the OS on top of the ramp in shotty to reduce the possibility of people having to fire across it (damn you, Bungie).
I added a ledge in health pack to allow players to jump up to pink hallway, which I think will actually give health pack some relevance this time around. I also placed rockets on the window and placed a ledge facing towards main room, so that rockets are accessible to the lower half of the map.
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=A%20Kind%20of%20Lemon
http://img.photobucket.com/albums/v631/cursedspawnman/43456776-Full.jpg
http://img.photobucket.com/albums/v631/cursedspawnman/43456739-Full.jpg
http://img.photobucket.com/albums/v631/cursedspawnman/43456698-Full.jpg
http://img.photobucket.com/albums/v631/cursedspawnman/43456689-Full.jpg
Zanno
07-07-2008, 08:03 AM
My gut reaction is that this map is too small for rockets to be sane this time around. So, what I'd suggest be done is leave camo be and relocate sniper to rocket area. I have to leave shortly, so I don't have time to do this.
Cursed Lemon
07-07-2008, 08:06 AM
My gut reaction is that this map is too small for rockets to be sane this time around. So, what I'd suggest be done is leave camo be and relocate sniper to rocket area. I have to leave shortly, so I don't have time to do this.
Yeah but sniper really isn't as important on this map, and especially in H3. Rockets on this map is the setup breaker, and since they're not on drop spawn they will DEFINITELY influence cycling. We don't want anyone standing still on this map.
I don't agree with the sentiment that Cold Storage is "small"; this is what H3 was meant for. Constant action without ridiculous crossfire.
Jackass_Jon
07-07-2008, 08:07 AM
This looks good Lemon did you do the spawns? i put up a v with spawns but its with all default chilly weapon placements but it didn't work so well in testing im going to update it. F/r Lemon for help?
Cursed Lemon
07-07-2008, 08:14 AM
This looks good Lemon did you do the spawns? i put up a v with spawns but its with all default chilly weapon placements but it didn't work so well in testing im going to update it. F/r Lemon for help?
The spawns are default.
wHo-Face
07-07-2008, 08:28 AM
Yeah but sniper really isn't as important on this map, and especially in H3. Rockets on this map is the setup breaker, and since they're not on drop spawn they will DEFINITELY influence cycling. We don't want anyone standing still on this map.
I don't agree with the sentiment that Cold Storage is "small"; this is what H3 was meant for. Constant action without ridiculous crossfire.
Why no drop spawn for rockets?
Cursed Lemon
07-07-2008, 08:34 AM
Why no drop spawn for rockets?
..."Drop spawn" is the BAD system.
Zanno
07-07-2008, 08:36 AM
Yeah but sniper really isn't as important on this map, and especially in H3. Rockets on this map is the setup breaker, and since they're not on drop spawn they will DEFINITELY influence cycling. We don't want anyone standing still on this map.
I don't agree with the sentiment that Cold Storage is "small"; this is what H3 was meant for. Constant action without ridiculous crossfire.Oh, don't get me wrong, I don't think it's too small in general, just too small for a rocket launcher by MLG standards, though admittedly I think if there were rockets on guardian and blackout's respective top mids it'd be totally awesome.
Cursed Lemon
07-07-2008, 08:44 AM
Oh, don't get me wrong, I don't think it's too small in general, just too small for a rocket launcher by MLG standards, though admittedly I think if there were rockets on guardian and blackout's respective top mids it'd be totally awesome.
I don't think the rockets will render the map unplayable, especially because there's so many different paths to take on this map. Trying to "set up" with the rockets isn't going to end well, and they don't have the blast radius that they used to. They WILL, however, be very dominant nonetheless. But, that's what timed spawns are for.
ZephyrSpy
07-07-2008, 08:54 AM
Send me an invite I'm on now we'll run some games.
Gt- ZephyrSpy
Zanno
07-07-2008, 09:27 AM
..."Drop spawn" is the BAD system.It is, but the fact that power weapon spawns can be blocked is too big an issue. FYI, the way it works is that the spawn is blocked for as much time as anyone is standing in the area while it's spawn timer is ticking, which is probably giving the illusion they can't be blocked. Sword on construct always spawns on schedule for the same reason. Nobody seems to know this, nobody seems to care.
Aethernum
07-07-2008, 09:27 AM
I wouldn't mind playing a few customs with your forged map either. Have you put it on your File Share?
Cursed Lemon
07-07-2008, 09:30 AM
I wouldn't mind playing a few customs with your forged map either. Have you put it on your File Share?
The link's in the OP.
Cursed Lemon
07-07-2008, 09:32 AM
It is, but the fact that power weapon spawns can be blocked is too big an issue. FYI, the way it works is that the spawn is blocked for as much time as anyone is standing in the area while it's spawn timer is ticking, which is probably giving the illusion they can't be blocked. Sword on construct always spawns on schedule for the same reason. Nobody seems to know this, nobody seems to care.
Yeah but who's going to sit still on a powerup spawn just to block the next spawn for a little while?
Zanno
07-07-2008, 09:34 AM
It doesn't change the issue that if you're anywhere on that bridge they'll never respawn.
Cursed Lemon
07-07-2008, 09:58 AM
It doesn't change the issue that if you're anywhere on that bridge they'll never respawn.
It's not exactly the most tactical position, though. Besides, nobody ever said the H3 spawn system was perfect. Far from it.
It doesn't change the issue that if you're anywhere on that bridge they'll never respawn.
Never EVER EVER??
Good **** Lemon. FR if you run any customs.
Prodigy2420
07-07-2008, 10:00 AM
add me for MLG custums GT iLLest Hero
ZRDragoon
07-07-2008, 10:04 AM
You seem pretty enthusiastic about this map, Lemon and I'm glad since you were kinda pessimistic when it was announced. I've given it a download to see if it works well. =D
Cursed Lemon
07-07-2008, 10:06 AM
You seem pretty enthusiastic about this map, Lemon and I'm glad since you were kinda pessimistic when it was announced. I've given it a download to see if it works well. =D
I was pessimistic because I thought that it was going to be more cramped, and because I'd prefer Midship, but it's easily the best new map so far. However, I've yet to see it thoroughly playtested for 4s. So we'll see.
Pillage
07-07-2008, 10:10 AM
This isn't very important at all but can you remove the thing that holds up the OS?
It just looks.. stupid.
Cursed Lemon
07-07-2008, 10:17 AM
This isn't very important at all but can you remove the thing that holds up the OS?
It just looks.. stupid.
A giant orb just sitting on the ground looks stupid.
Supportfish
07-07-2008, 10:39 AM
Need testers? I'm bored and I want to test.
The_Neon
07-07-2008, 10:47 AM
The ledge up to rocket window looks like it would be quite an easy place to sit and avoid fire/recover. Obviously with no playtesting I can't tell if this is a good or bad thing but it looks like their will often be someone sat there.
I wish i could playtest but my 360 red ringed ARRRGGGGGGGGGGHHH!!!!!!!!!!!!!!!!!!
Cursed Lemon
07-07-2008, 10:51 AM
The ledge up to rocket window looks like it would be quite an easy place to sit and avoid fire/recover. Obviously with no playtesting I can't tell if this is a good or bad thing but it looks like their will often be someone sat there.
I wish i could playtest but my 360 red ringed ARRRGGGGGGGGGGHHH!!!!!!!!!!!!!!!!!!
True, but if you think about it honestly, that's like a central theme of Chilly. lol In almost every room you kind of have to look above you.
EG_Last_Boss
07-07-2008, 11:01 AM
http://www.bungie.net/forums/posts.aspx?h3fileid=43472380
MLG Cold V5
Need 5 map testers
theseventhstar
07-07-2008, 11:04 AM
I'll help some people test and play a few games. Add: TheSeventhStar
About the Custom Powerup, I think it should be placed where the Overshield spawned. With that weapon holder, wouldn't that create a slight bump for someone walking on it? Plus, if it was at the original spawn, it'd create a bit more tension while getting it. For example, on The Pit where the Custom Powerup is at, someone could be waiting for it and you wouldn't know, or someone could come from the other side. I hope I explained it well enough...
Cursed Lemon
07-07-2008, 11:12 AM
I'll help some people test and play a few games. Add: TheSeventhStar
About the Custom Powerup, I think it should be placed where the Overshield spawned. With that weapon holder, wouldn't that create a slight bump for someone walking on it? Plus, if it was at the original spawn, it'd create a bit more tension while getting it. For example, on The Pit where the Custom Powerup is at, someone could be waiting for it and you wouldn't know, or someone could come from the other side. I hope I explained it well enough...
The placement was to give shotgun room relevance and to avoid having people trying to fire through it. And no, there's no bump.
Supportfish
07-07-2008, 11:13 AM
On default spawn, one team would spawn by the Custom Powerup and be able to rush power weapons faster, even with the other team spawning closer.
Cursed Lemon
07-07-2008, 11:14 AM
On default spawn, one team would spawn by the Custom Powerup and be able to rush power weapons faster, even with the other team spawning closer.
Did you mean default player spawns or default OS spawn?
theseventhstar
07-07-2008, 11:15 AM
On default spawn, one team would spawn by the Custom Powerup and be able to rush power weapons faster, even with the other team spawning closer.
Ah, those spawns confuse me. Is there a way to change that?
-Truppe-
07-07-2008, 01:15 PM
..."Drop spawn" is the BAD system.
Yes, I agree. But your map looks good Lemon, I'm about to download it and run a few games on it.
Supportfish
07-07-2008, 01:17 PM
Did you mean default player spawns or default OS spawn?
default player spawn at the beginning of the game.
EDIT: ugh... I had the custom power up set to different traits. sorry for the mis-understanding.
-NaStY-
07-07-2008, 04:05 PM
Glad you've come to your senses and realized how much potential this map has within the Halo 3 interface. Thoughts before I've playtested (a big no-no, but whatevs):
1. Put OS at its usual location, raise it in to the air such that it's high as possible, but will still be picked up if you walk beneath it. Removes shooting through OS issues and maintains tension along that hallway. Also, push the OS out a bit so that you have to walk further from Shotgun bridge than you did in H1. So many almost great saving snipes in H1 never were because it was just a liiiittle bit too close.
2. I agree with nixing camo, but drop spawn the snipe and rocket. That way you have two weapons that appear at regular intervals. Those you can be map-aware of in all situations and make plays accordingly. The OS will remain Halo 2 style, forcing you to keep track of when it was picked up to predict its spawn. Too much of this is stupid, favors teams with coaches, and is just overall confusing. But the CS OS is out in the open so it will be easy to see when it's picked up. A good combination overall.
3. For the future (and I'd love to work on this with you) - I've heard the slots and bumps in the wall/floor geometry is frustrating with grenades. Geo-ing blockers or walls or w/e in to the floor might alleviate this in particularly bad problem areas. Something to keep in mind.
4. I like the jump-up idea, but I'd suggest moving it to the other side of the window. As is, it seems it will create a very frustrating loop, where an enemy escaping in to Healthpack suddenly has the advantage on someone in Rocket Room as they can loop behind and be looking out above them very quickly. Putting it on the other side will allow a kill-hungry enemy the time to jump backwards and nade the window, potentially cutting off their escape.
5. Carbinnnnnes. :)
Good *****.
Cursed Lemon
07-07-2008, 04:53 PM
Glad you've come to your senses and realized how much potential this map has within the Halo 3 interface. Thoughts before I've playtested (a big no-no, but whatevs):
1. Put OS at its usual location, raise it in to the air such that it's high as possible, but will still be picked up if you walk beneath it. Removes shooting through OS issues and maintains tension along that hallway. Also, push the OS out a bit so that you have to walk further from Shotgun bridge than you did in H1. So many almost great saving snipes in H1 never were because it was just a liiiittle bit too close.
You don't think it works better on the shotgun walkway? I think it forces people to recognize the shogtun room as a place of importance, rather than just a run-through room.
2. I agree with nixing camo, but drop spawn the snipe and rocket. That way you have two weapons that appear at regular intervals. Those you can be map-aware of in all situations and make plays accordingly. The OS will remain Halo 2 style, forcing you to keep track of when it was picked up to predict its spawn. Too much of this is stupid, favors teams with coaches, and is just overall confusing. But the CS OS is out in the open so it will be easy to see when it's picked up. A good combination overall.
Er, isn't "drop-spawn" the H2 system?
3. For the future (and I'd love to work on this with you) - I've heard the slots and bumps in the wall/floor geometry is frustrating with grenades. Geo-ing blockers or walls or w/e in to the floor might alleviate this in particularly bad problem areas. Something to keep in mind.
I've never been good with geoglitching, I'd need someone to help me with that.
4. I like the jump-up idea, but I'd suggest moving it to the other side of the window. As is, it seems it will create a very frustrating loop, where an enemy escaping in to Healthpack suddenly has the advantage on someone in Rocket Room as they can loop behind and be looking out above them very quickly. Putting it on the other side will allow a kill-hungry enemy the time to jump backwards and nade the window, potentially cutting off their escape.
Well the main point of the rocket ledge was to give healthpack access to the rockets, since if you're in that room you pretty much have nowhere to go that you know is safe and there's nothing of interest in there anyway.
5. Carbinnnnnes. :)
Yesyes, Carbs/BRs and nades can be placed later.
-NaStY-
07-07-2008, 05:22 PM
You don't think it works better on the shotgun walkway? I think it forces people to recognize the shogtun room as a place of importance, rather than just a run-through room.
Of course play-testing will be the final word, but for now, no. Being up on Shotgun bridge gives you a far superior vantage point on the OS spawn to any other area, so in that way it garners importance. Aside from this, Chill Out is such a well structured map that you don't need reasons to move around the map - the flow structure does it for you. The power-ups, you'll notice, were never placed in spots you didn't want to be, but rather in spots that made you choose one or the other. I think people will spend plenty of time in Shotgun, especially because, at least in Halo 1, it's a great place to spawn. Hopefully the H3 system recognizes that.
Er, isn't "drop-spawn" the H2 system?
Nope, you're thinking backwards :) Drop spawned weapons are on regular timers because they immediately register as disturbed. Thus, their timer starts when they spawn and they respawn constantly, on the minute, regardless of who's holding that weapon already. To help with this system the run-time max is set to its highest possible value so that a weapon's spawn is never delayed or controlled by a player's failure to use up the ammo by the next spawn.
I've never been good with geoglitching, I'd need someone to help me with that.
Check.
Well the main point of the rocket ledge was to give healthpack access to the rockets, since if you're in that room you pretty much have nowhere to go that you know is safe and there's nothing of interest in there anyway.
Oops, whoa, didn't even see the rocket ledge. I was speaking of the healthpack ledge that leads up to sniper hall window. That ledge, I feel, should be moved to the opposite wall to increase the time of that loop and encourage clutch nades.
Regarding the Rocket Ledge, play-testing will tell. In my opinion that main room is a convergence point for which you don't need a reason to be inside. In general, that room provides access to every area, and yet moving from one doorway to another is always risky. Most of the time people tend to peek in to that room, but find slower flanking routes to move through the level. It's rare that you just run straight from, say, needler to rocket doorways. Jumping from needler over to pink is always a gambit that offers an unusual entrance but risk of death. So it's true you don't just hang around in there, but spawns in main room are common and fair, and its emptiness sort of defines the level. Allowing a jump-up to rocket window removes an important limitation and severely dampens the usefulness of being upstairs when rockets arrive. In addition, proper rocket placement should allow it to be naded off, giving a more reasonable option for low-spawning players that isn't intrusive to the original flow.
Yesyes, Carbs/BRs and nades can be placed later.
Yesyess.
Cursed Lemon
07-07-2008, 08:12 PM
Of course play-testing will be the final word, but for now, no. Being up on Shotgun bridge gives you a far superior vantage point on the OS spawn to any other area, so in that way it garners importance. Aside from this, Chill Out is such a well structured map that you don't need reasons to move around the map - the flow structure does it for you. The power-ups, you'll notice, were never placed in spots you didn't want to be, but rather in spots that made you choose one or the other. I think people will spend plenty of time in Shotgun, especially because, at least in Halo 1, it's a great place to spawn. Hopefully the H3 system recognizes that.
Well yeah, nobody was usually in shotgun because, except for the shotgun which won't be present here, the room was kind of pointless. I kind of wanted to put the OS IN shotgun room but the room is such a clusterf**k that you can't do anything with it at all. But, playtesting will tell!
Nope, you're thinking backwards :) Drop spawned weapons are on regular timers because they immediately register as disturbed. Thus, their timer starts when they spawn and they respawn constantly, on the minute, regardless of who's holding that weapon already. To help with this system the run-time max is set to its highest possible value so that a weapon's spawn is never delayed or controlled by a player's failure to use up the ammo by the next spawn.
Well then what're we calling H2's spawn system? I always assumed it was "drop spawn" because you literally had to "drop" the weapon for it to start the timer, and H1's style was just referred to as "timed spawns".
Oops, whoa, didn't even see the rocket ledge. I was speaking of the healthpack ledge that leads up to sniper hall window. That ledge, I feel, should be moved to the opposite wall to increase the time of that loop and encourage clutch nades.
Yeah but then I'd need to add another platform, because you can't get up to the window with just two jumps from the floor, and I'm not sure of the effectiveness of the jump if it takes so long to do. It's hard to jump into that window because it's narrower, also. I'll see what I can do, though.
Regarding the Rocket Ledge, play-testing will tell. In my opinion that main room is a convergence point for which you don't need a reason to be inside. In general, that room provides access to every area, and yet moving from one doorway to another is always risky. Most of the time people tend to peek in to that room, but find slower flanking routes to move through the level. It's rare that you just run straight from, say, needler to rocket doorways. Jumping from needler over to pink is always a gambit that offers an unusual entrance but risk of death. So it's true you don't just hang around in there, but spawns in main room are common and fair, and its emptiness sort of defines the level. Allowing a jump-up to rocket window removes an important limitation and severely dampens the usefulness of being upstairs when rockets arrive. In addition, proper rocket placement should allow it to be naded off, giving a more reasonable option for low-spawning players that isn't intrusive to the original flow.
Well if I'm not going to have the ledge there, then there's obviously no reason for the rockets to be on the window sill. But nading things in H3 is really slow and really weak, I'm not sure how well that would pan out. You couldn't nade them say into main room, because they wouldn't nade that far, and obviously nading them while inside rocket room is kind of pointless because you'll be dead by then. The idea was to make the battle for rockets a little more dynamic, since if you were up top in rocket room you GOT rockets, and that was in H1. In H3 it'll be nearly impossible in a firefight for bottom to even contest for them, and we know how imbalanced H3 is naturally. I'm trying to do a little give-and-take.
its rip its rip
07-07-2008, 08:20 PM
..."Drop spawn" is the BAD system.
if you're talking about the drop spawn system that is currently being used i don't know what you're talking about lemmmmon..
IxCoLd
07-07-2008, 08:21 PM
looks pretty good ill try to get on tomorrow and try it out
S7ubs
07-07-2008, 08:27 PM
Why add a ledge at Health Pack. The tele jump still works...
Cursed Lemon
07-07-2008, 08:28 PM
if you're talking about the drop spawn system that is currently being used i don't know what you're talking about lemmmmon..
Shutup. 8[
ZRDragoon
07-07-2008, 08:59 PM
Lemon, for the Needler teleporter, you could make 2 sender and 2 receiver nodes with the receiver nodes facing opposite ways to solve the problem of facing the wrong way when you go out of that tele. Just putting ideas out there, though, if you want to implement it. You can put two receiver nodes on top of each other without blocking the tele, just to tell you. That way you can pick if you want to go in facing sniper or facing default way.
Senders:
http://img.photobucket.com/albums/v211/ZRDragoon/43610158-Full.jpg
Receivers:
http://img.photobucket.com/albums/v211/ZRDragoon/43610106-Full.jpg
A-Is-For-Apple
07-07-2008, 09:30 PM
Lemon, for the Needler teleporter, you could make 2 sender and 2 receiver nodes with the receiver nodes facing opposite ways to solve the problem of facing the wrong way when you go out of that tele. Just putting ideas out there, though, if you want to implement it. You can put two receiver nodes on top of each other without blocking the tele, just to tell you. That way you can pick if you want to go in facing sniper or facing default way.
zOMg! i was just about to post that idea! Also for shotgun room couldn't you just geo a stack of walls onto the flood thing to make it a simple box?
its rip its rip
07-07-2008, 09:44 PM
Shutup. 8[
i still <3 you and your musssssic ;)
theseventhstar
07-07-2008, 09:52 PM
zOMg! i was just about to post that idea! Also for shotgun room couldn't you just geo a stack of walls onto the flood thing to make it a simple box?
Ewwwwww :???: That'd just be tacky. Why can't we just leave the broken tank how it is? It's not really effecting anything. I'm tired of boxes in every map, especially Forge ones.
After looking at Cold Storage, all those Foundry maps hurt my eyes with the boring colors and corners on everything :mad:
Cursed Lemon
07-07-2008, 10:21 PM
S7ubs revealed to me that there is a jump in healthpack room under sniper hall where you can jump over teleporter and up the narrow window. I won't even need the ledge in that room.
Alas, I won't be able to make changes to this because I'm letting a friend borrow my gamertag for a while.
S7ubs
07-07-2008, 10:22 PM
S7ubs revealed to me that there is a jump in healthpack room under sniper hall where you can jump over teleporter and up the narrow window. I won't even need the ledge in that room.
Alas, I won't be able to make changes to this because I'm letting a friend borrow my gamertag for a while.
Don't give secrets to mah jumps.
PH4zED
07-07-2008, 10:55 PM
My gut reaction is that this map is too small for rockets to be sane this time around. So, what I'd suggest be done is leave camo be and relocate sniper to rocket area. I have to leave shortly, so I don't have time to do this.If you keep rockets, you can switch the ammo clips in forge to 1 clip with 2 rockets rather than 2 clips with 4 rockets. I was just about to make my MLG version of this map also.:-)
A-Is-For-Apple
07-08-2008, 12:26 AM
Ewwwwww :???: That'd just be tacky. Why can't we just leave the broken tank how it is? It's not really effecting anything. I'm tired of boxes in every map, especially Forge ones.
After looking at Cold Storage, all those Foundry maps hurt my eyes with the boring colors and corners on everything :mad:
I prefer consistent maps over ones that are "pretty," thank you very much. And actually the walls kind of look like they belong. And your tired of boxes in forged maps? Do you want to play on a map constructed of wire spools and dumpsters???
PuMpKiNNNNN
07-08-2008, 12:48 AM
here is my version : http://www.bungie.net/forums/posts.aspx?h3fileid=43571271
-NaStY-
07-08-2008, 04:15 PM
Grrr... the light in rocket room shines THROUGH walls if you try to cover it up.
Cursed Lemon
07-08-2008, 04:25 PM
Grrr... the light in rocket room shines THROUGH walls if you try to cover it up.
LOL
GG, Bungie.
FoxKeyes
07-08-2008, 05:31 PM
Grrr... the light in rocket room shines THROUGH walls if you try to cover it up.
like you could hide anyway
Raider_kid6
07-08-2008, 07:35 PM
My version with pics and Fileshare link
http://www.mlgpro.com/forum/showthread.php?t=182125
Captain Italy
07-09-2008, 06:43 PM
Hey all,
I think I've found a new way to approach the teleporter problem that may solve many of the current issues with them. With this idea teleporter blocking would no longer be an issue, and the problem with people exiting the teleporter facing the same way every time would be somewhat alleviated.
However, I haven't tested this in a game environment outside of a split-screen Forge, and I'm sure that there are some possible events for which I haven't accounted. Nevertheless, I felt like I would share anyway just to offer another possible solution (and I'm sorry if this has been suggested before)
Basically, the idea is to place the receiver nodes in mid-air and at a decent height, so that they can't be blocked by someone standing on them. Also, because they are slightly elevated, the player experiences a slight drop when traveling through the teleporter as they fall from the receiver node to the ground -- this gives a small window of time for said player to turn around to avoid assassination.
http://img58.imageshack.us/img58/5276/tele1zq1.jpg
A player coming out of the receiver in Camo room.
http://img359.imageshack.us/img359/3410/tele2ao5.jpg
The teleporter can't be blocked simply by standing on it.
http://img79.imageshack.us/img79/8094/tele4sq9.jpg
This is how I got the teleporter to float; those Barricades were obviously removed later.
Like I said, I haven't thought this out completely and I'm sure there are some things I didn't consider, but I just wanted to get the idea out there so that those with greater Forge talents than myself can put it to use.
jonrl999
07-10-2008, 12:16 AM
I just posted this in another thread, but portal camping really shouldn't be a big deal. Needler is out in the open and shotgun can be shot from the other room, as well as there being a few other ways into the room.
Invis exit is the real issue that I think everyone has a problem with. Having a couple nades near the sender node and making sure the receiver node is a somewhat easy spot to nade, it should get rid of any problem with portal camping.
Of course you may not always have time to nade it before you go through, but for breaking a setup it seems like an easy fix. You might need to just adjust where the tele is and add a few nades.
Flatline x
07-10-2008, 07:10 PM
Hey all,
I think I've found a new way to approach the teleporter problem that may solve many of the current issues with them. With this idea teleporter blocking would no longer be an issue, and the problem with people exiting the teleporter facing the same way every time would be somewhat alleviated.
However, I haven't tested this in a game environment outside of a split-screen Forge, and I'm sure that there are some possible events for which I haven't accounted. Nevertheless, I felt like I would share anyway just to offer another possible solution (and I'm sorry if this has been suggested before)
Basically, the idea is to place the receiver nodes in mid-air and at a decent height, so that they can't be blocked by someone standing on them. Also, because they are slightly elevated, the player experiences a slight drop when traveling through the teleporter as they fall from the receiver node to the ground -- this gives a small window of time for said player to turn around to avoid assassination.
Like I said, I haven't thought this out completely and I'm sure there are some things I didn't consider, but I just wanted to get the idea out there so that those with greater Forge talents than myself can put it to use.
Yeah, I tried that out as well. For camo room, however, I liked to move the sender node out onto the Camo-side of broken bridge much better.
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