07-13-2017, 02:29 PM
(This post was last modified: 07-13-2017, 04:15 PM by An Ol' Spicy Keychain.)
As most of you probably know, ttt_trappycottage_b2 is going to be/was removed, for reasons you can look into hither: http://www.dinklebergsgmod.com/site/thread-2180.html
Please leave any suggestions to improve this map here.
To condense, these are the bullet points:
I am proficient in the software used to create maps, Hammer Editor, and I know how to decompile these maps for edits.
So far, 4 of my maps have been introduced into the circulation.
My idea to fix the first issue is to open up the upper skybox, so that you can freely roam up there, meaning one jihad has less of a chance to mutilate the entire server. Other ideas, like simply spreading out the spawns along the map, have also been suggested, but I believe that goes against the maps' design.
However, it is not my place to solely choose what and what not to change in a map that the community plays.
For this reason, I am opening up this thread for people to leave their ideas, related to this issues or not.
Thanks, ya boi spicy
Please leave any suggestions to improve this map here.
To condense, these are the bullet points:
- Becomes a nightmare with more than 20 or so people
T's can buy a jihad long before people get through the door and wait for the fireplace to open. Not a fault of the map maker, as TTT was designed with about 24 players in mind.
- Traps are intentionally usable by both Inno's and T's, leading to confusion on how some of them work, notably the water trap.
- Semi-broken cryptic teleporter
At some point, a long forgotten gmod update broke transparency on objects, leading to some confusion about the teleporter to the space ship.
I am proficient in the software used to create maps, Hammer Editor, and I know how to decompile these maps for edits.
So far, 4 of my maps have been introduced into the circulation.
My idea to fix the first issue is to open up the upper skybox, so that you can freely roam up there, meaning one jihad has less of a chance to mutilate the entire server. Other ideas, like simply spreading out the spawns along the map, have also been suggested, but I believe that goes against the maps' design.
However, it is not my place to solely choose what and what not to change in a map that the community plays.
For this reason, I am opening up this thread for people to leave their ideas, related to this issues or not.
Thanks, ya boi spicy