kason Hey, wasn’t expecting this to crop up. I run TFArena and we actually run Arena Respawn tournaments about once a year. I actually wrote up map logic and there is a plugin for Arena Respawn out there that’s open source if you want it. We get about 400ish people playing between EU and NA and from most experiences people enjoy it. We don’t do class bans and we actually do 6s. Its an open whitelist besides cloak and dagger because something that crops up is spies just waiting out the timer on advantage. For our next season we intend on building a Vscript version for maps. If you’re interested in chatting more my discord is H20Gamez.
Best posts made by 76561198250471340
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RE: 5v5 Arena Respawn Revival!
Latest posts made by 76561198250471340
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RE: 5v5 Arena Respawn Revival!
kason Hey, wasn’t expecting this to crop up. I run TFArena and we actually run Arena Respawn tournaments about once a year. I actually wrote up map logic and there is a plugin for Arena Respawn out there that’s open source if you want it. We get about 400ish people playing between EU and NA and from most experiences people enjoy it. We don’t do class bans and we actually do 6s. Its an open whitelist besides cloak and dagger because something that crops up is spies just waiting out the timer on advantage. For our next season we intend on building a Vscript version for maps. If you’re interested in chatting more my discord is H20Gamez.
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RE: koth_coastal
Rizu I got to download this map right before the TF2Maps outage lol. I looked around it. It seems quite large which is common for a first iteration and the sightlines are pretty large. There is a line where a sniper can see practically from spawn right into their shutter. The upper bits are also a bit disorienting too and the main ‘lobby’ area just feels weird. I like the granary style dropdown/walkway that you made though. I just think that basically every route besides shutter and right side under the walkway are bad ways to push. Besides sniper, scout and, jumpers, the upper orange platform is really weak because you cant get onto the roof near point from how the water blocks off or you’re in a pretty disgusting sniper sightline. Obviously the point is gully inspired so I am unsure if you’re going for a 6s or HL style map. I would recommend adding a smaller ring around the base of the platform to allow for scouts to easily jump up there. Maybe that would be too strong idk. If you’re also going for HL making a stronger flank route for players besides scout and soldier would also be beneficial because I can’t imagine what the engineer would want to do on flank just because he’ll get thrashed easily.
Like the good start though
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Question about pl_millstone
While reading through the previous Borneo post on RGL, millstone came up as a map some people liked. So not being a part of UGC or any map tests, what needs to be changed? (I know the snow needs to go but what else), and why doesn’t someone make a pro version? Like pro badwater or even cp_process a community map that got a refresh version.