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BECK
Subject: Note IoW's First Custom Map: <IoW> Doc Race hits OPEN BETA
I think its time to bring BETA2 to the server tonight for public consumption. I think I've fixed all the issues from the last clan-only testing, so lets just bring it out in prime-time and see what happens.

Provide any feedback - positive or negative here in this thread and I can make any adjustments before releasing the FINAL version of the map later.

IMPORTANT:
Anyone with the ALPHA or BETA1 versions, please delete them from your etmain folder prior to joining. No reason to have crappy broken versions around :)

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Jayd
Subject:  
Fuck. Yes. I'm so flaccid right now.

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Sir Sux-A-Lot
Subject:  Re: IoW's First Custom Map: <IoW> Doc Race hits OPEN
my

body

is

ready

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allagor
Subject:  
It'll be interesting to see how the map plays with more people.

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BECK
Subject:  
I think it went over pretty well. Of course I've got a big list of things to fix, but that is the nature of the beast I guess.

Does anyone feel that the spawn times (accelerated as they are on our server anyway) need to be bumped up a bit? I think they're okay, but some people thought 10 seconds (which is 6 seconds with less than 10 players).

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HalfBak3d
Subject:  
We played it once more last night too after you left. 3v3 :)

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mayol
Subject:  
Pics or the map does not exist!

(I would like to see some screenshots)

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BECK
Subject:  
Hey ex! Will do...

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HalfBak3d
Subject:  
It was really enjoyable.. Maybe it was because Sin was on my team killing everyone for me :)

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Jayd
Subject:  
Haha yeah. That last play-through was insanity. He had like 80 kills on a Garand.

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Sin
Subject:  
Becks map is going to have some huge frag numbers in its future. The controls is such a contested spot for the entire map. I haven't played anything but engy with a rifle on that map, and Im scared of what would happen if I did. Imagine raider playing that map as a medic, could be brutal.

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Guest
Subject:  
I had a pretty good buzz going the first time I saw this map played while the server was populated. I was going to join in but when I saw how fast paced the game was I figured that I would sit it out until I've had a chance to play the map while I am sober. Holy crap that was a lot of action.

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Sir Sux-A-Lot
Subject:  
maybe the controls room could have a few small windows on both sides so that you can take a peek before entering and toss a few nades before you rush in. That could help making it a little harder to camp (not by much, just a little. maybe)

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BECK
Subject:  
I thought of that Sir. I also thought of the windows for neutralizing trip mines (very prevalent there). But I kind of thought that the trade-off for that door being so close to the spawn was that there was some risk going in there. If you can spawn and jump down the hill and be at the controls in a few seconds, you kind of have to expect to be ambushed going in.

If you take the time to run through the caves to get there, its easier to get in, you can at least potentially see the enemy in there, bounce some rnades off walls, toss in some nades and have a good chance of clearing things out.

Maybe we could add a third way to get in. A ladder by the team door (close to the spawn) that puts you on the roof and have another hole in the roof to be able to drop nades in? What do you think?

@Sin
The fact that you found your "calling" so-to-speak as a control person is actually perfect. This map requires teamwork to be successful. Yes, someone can be engie, grab the docs and run and build, open the door, then run around and do the drop --- but it's NOT easy. I think you'd all agree to that. Hell, even getting the docs and running them straight to an open door is challenging (which is PERFECT IMO). So if that means that people dedicate their map to controls, while other dedicate their map to running objectives, then I think the map is working as designed. If there are huge frag numbers, then at least someone is having fun :) I know on Friday, those larger games we had it was an absolute thrill running a doc under the enemy base and hoping to make it into the open door without getting backraged from above. A lot of fun IMO.

I even spent part of the map playing pure door defense. Sitting on that MG that covers the road - it is RIPE for killing unsuspected people trying to run the docs under the base. If they make it through, drop through the two holes in the floor and you are there for close-quarters battles!

Think about every map in ET. We all have our favorite things to do on those maps. For me, I have specific classes that I choose to play (assuming my team isn't saturated with them) depending on what team I'm on. For example, Axis on Frostbite I will almost always be a Medic. Allies on Goldrush I will almost always be an engineer. The point being - You get good at doing specific jobs on maps you've played 1000 times. I think the same is true here, it should appeal to all types of players: The people who love playing defense. The people who love playing covie and blowing stuff up. The people who love running objectives. The people who like to frag and put up big numbers.

Anyway, I'm rambling now. Thanks everyone for your feedback. Please keep it coming! I want this map to be good, and I want people to like to play it. SO whatever changes I can make that don't crush the spirit of the map but make it more balanced and fun is a GOOD THING! :)



Last edited by BECK on Mon Apr 13, 2015 8:46 am; edited 1 time in total
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Jayd
Subject:  
I think Sir meant the opposite. Like have little windows on both sides of the doorway when you're coming in from the caves so that the people that might be camping there (that possibly came from their spawn by going down the hill) can be spotted and dealt with more easily. Because right now that's what happens. Someone like Sin will just camp in there and own everyone that tries to come in.

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