GhostTitanium Posted June 12, 2016 Content Count: 659 Joined: 01/05/16 Status: Offline Share Posted June 12, 2016 Collision on meaning if a terrorist and counter terrorist get teleported to the same place they'll get stuck? Was a CT perhaps doing surf? Or if collision is on for all players to all other players, I don't see how any JB maps with surfs or other teleport-heavy games work. Collisions are enabled so that team-mates collide with eachother and enemies collide with eachother. We have a chat command (!stuck) that will unstuck two players who are teleported into eachother. Link to comment
roux Posted June 12, 2016 Content Count: 2579 Joined: 02/27/16 Status: Offline Share Posted June 12, 2016 (edited) I like the idea of the little cell parkours. They're nice. But; The map is overall, for my taste, too big for nothing. Everything is SO far appart it's too inpractical for guards AND prisonners. It's mostly a battle of awpers versus defenceless prisonners. Especially for the kind of prisonner that I am, I don't like it. Rebelling is close to impossible with decent guards, which also removes an important challenge for guards. Also, I don't like much the idea of huge ass cells like these ones. I feel too vulnerable and it removes the idea of actual "cells" imo. Thats all, I said my opinion, can't do anything but not play it if it's put on the server, since everyone seems to love it so much. Edited June 12, 2016 by roux Link to comment
Dominic Posted June 13, 2016 Content Count: 5678 Joined: 01/07/16 Status: Offline Share Posted June 13, 2016 I have a small little issue. Let's say I have a freeday I want to do strafe jump. In my case, the easy difficulty is too easy for me. So if I wanted to go up and switch it to medium or hard I would be KOS since there is a door up there that leads to armory. Link to comment
Stunningjam Posted June 13, 2016 Content Count: 1468 Joined: 06/27/10 Status: Offline Share Posted June 13, 2016 (edited) I'm all for this map being added. Small things The "Hard" sign on the minigames reads as "HAAD" to me. I think you might wanna try and change the R a bit to actually resemble an R The texture of the door to armoury looks strange. I'm not sure if it's supposed to be a double door, or a single door and you messed up the texture. If it's the former, then the handle looks textures on both sides are different, which is strange, idk if it was intentional. Quick addition: The "Decathlon" mini game should have a start/end sign above their corresponding areas, as you saw it can be confusing (for idiots like me lmao) Addition 2: Maybe add some recognition that the stars around the map are medics. It was quite confusing at first for me, but after being told. Add a chat message? Or even add a sign above the medic in spawn? Overall, liked the map. Quite easy to rebel on. Great idea, I think it was a little bit too big for most people, and no actual orders were given when I played (which is understandable, first time map for a lot of us). No lack of guns (trust me lol) and the teleporters are all fine to me. Biggest concern would be people learning these teleporter locations and being smart CTs and camping them or prefiring for a bit. Good map, would definitely like this to be on the server. Most people on the server at the time were also praising the map. Good job, have fun on improvements 1 Edited June 13, 2016 by Stunningjam Added another potential edit Link to comment
thorgot Posted June 13, 2016 Content Count: 20 Joined: 05/30/16 Status: Offline Share Posted June 13, 2016 (edited) Collisions are enabled so that team-mates collide with eachother and enemies collide with eachother. We have a chat command (!stuck) that will unstuck two players who are teleported into eachother. Ok, thanks. I'll adjust things so it will work better with collisions and !stuck. I like the idea of the little cell parkours. They're nice. But; The map is overall, for my taste, too big for nothing. Everything is SO far appart it's too inpractical for guards AND prisonners. It's mostly a battle of awpers versus defenceless prisonners. Especially for the kind of prisonner that I am, I don't like it. Rebelling is close to impossible with decent guards, which also removes an important challenge for guards. Also, I don't like much the idea of huge ass cells like these ones. I feel too vulnerable and it removes the idea of actual "cells" imo. Thats all, I said my opinion, can't do anything but not play it if it's put on the server, since everyone seems to love it so much. I think you'll find that there are plenty of ways to rebel. People said the exact same thing about avalanche when I first released it: that it was hard to rebel because of the large distances. It's more an issue of people not knowing the map than anything else. Most of the time when I'm playing JB, I am rebelling, so if the map is truly hard to rebel on I'll adjust it because I wouldn't be having fun on it either. I've made a video of some of the secrets to help you get started on rebelling: As for the cell size, the lack of cover once the minigames disappear when the cells are opened is a design decision I don't think I'll be changing. Other servers have much longer round times which lead to people camping in their cells and in nooks and crannies, so I did my best to remove the possibility of this happening. I have a small little issue. Let's say I have a freeday I want to do strafe jump. In my case, the easy difficulty is too easy for me. So if I wanted to go up and switch it to medium or hard I would be KOS since there is a door up there that leads to armory. I'm not sure I can do much about that without changing the structure of that area completely. Would a CT even notice that you'd gone up there if you do it while they're not in sight? I'm all for this map being added. Small things The "Hard" sign on the minigames reads as "HAAD" to me. I think you might wanna try and change the R a bit to actually resemble an R The texture of the door to armoury looks strange. I'm not sure if it's supposed to be a double door, or a single door and you messed up the texture. If it's the former, then the handle looks textures on both sides are different, which is strange, idk if it was intentional. Quick addition: The "Decathlon" mini game should have a start/end sign above their corresponding areas, as you saw it can be confusing (for idiots like me lmao) Addition 2: Maybe add some recognition that the stars around the map are medics. It was quite confusing at first for me, but after being told. Add a chat message? Or even add a sign above the medic in spawn? Overall, liked the map. Quite easy to rebel on. Great idea, I think it was a little bit too big for most people, and no actual orders were given when I played (which is understandable, first time map for a lot of us). No lack of guns (trust me lol) and the teleporters are all fine to me. Biggest concern would be people learning these teleporter locations and being smart CTs and camping them or prefiring for a bit. Good map, would definitely like this to be on the server. Most people on the server at the time were also praising the map. Good job, have fun on improvements Agreed, I noticed that myself. I'll see if I can make it better, but it's not very many pixels so I can't promise I can fix this. I'll make it symmetrical. I may leave this as is. There's also purple particles at the exit (just like there are at every teleporter), and it's the sort of mistake you'll only make once. I'll add a sign that says medic next to one of the stars. I've heard this confusion from a lot of others, so it's not just you. Edit: Oh, and here's the radar. Both files go in csgo/resource/overviews/ as usual. 7 Edited June 13, 2016 by thorgot Link to comment
Nuclear Onion Posted June 17, 2016 Content Count: 3462 Joined: 04/07/13 Status: Offline Share Posted June 17, 2016 (edited) I'll be adding this to rotation now, thank you @thorgot for all the changes and listening to the communities suggestions. If you want more help in terms of getting suggestions for your map, make a thread in the Modding section. Added the radar too, thanks. 3 Edited June 17, 2016 by Nuclear Onion Link to comment
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