Metal Posted February 22, 2017 Content Count: 11727 Joined: 09/17/08 Status: Offline Share Posted February 22, 2017 I still disagree with removing it. The fact it has a scout for T's does open the playing field. That also being said; Yeah CT's can get into it, but can you name any other weapons on the map which T's can get? Pistol in top floor vip Disco tazer Thats it i think. Link to comment
asdfg Posted February 22, 2017 Content Count: 1421 Joined: 12/22/15 Status: Offline Share Posted February 22, 2017 (edited) Pistol in top floor vip Disco tazer Thats it i think. Knife arena USP USP in pool vents Deags and M4s from Hole in the wall on box area Other secrets include Soccer vent, Soccer bench invis platforms, 2nd Cell vent, Bigcage Vent, Pool Vent, Invis Platform on top of pool entrance, top of cell invis ladder, ect. 1 Edited February 22, 2017 by Nimmy Link to comment
Metal Posted February 22, 2017 Content Count: 11727 Joined: 09/17/08 Status: Offline Share Posted February 22, 2017 Knife arena USP USP in pool vents Deags and M4s from Hole in the wall on box area Other secrets include Soccer vent, Soccer bench invis platforms, 2nd Cell vent, Bigcage Vent, Pool Vent, Invis Platform on top of pool entrance. Deags and M4s from Hole in the wall on box area -You mean the glitched wall by armory? Still feels like there is a lack but maybe just making the tower not a one way window is the solution. Link to comment
Crazy Swede Posted February 22, 2017 Content Count: 1719 Joined: 09/14/10 Status: Offline Share Posted February 22, 2017 Not going to take any sides regarding the tower. But while we're in contact with the map maker, could you PLEASE have that map exploit fixed where prisoners can grab a deagle from the armory without actually getting inside of armory? @Nimmy Link to comment
SL4DE Posted February 22, 2017 Content Count: 1612 Joined: 05/09/15 Status: Offline Share Posted February 22, 2017 Once you know the code, it's just as simple as not sidestepping onto a circle that will kill you. If you randomize the code each round, the risk is much greater, but the award is an SSG08, in a one-way location that provides no cover, but allows you to see most of the main cell area. I personally dislike one-way areas as it provides complete visual cover to one party, and allowing unhindered vision to the other. There is no skill in this, and it essentially turns combat into a point-and-click adventure game. Randomizing the code each round would give a player a 1/16 chance to make it to the top without getting ejected or dying, which is a decent amount of risk vs reward. If a player makes it to the top, they earned it at that point, compared to other one-way areas that only requires you to jump into a teleporter, and now you are invisible with access to an AWP. The only note I would make if this was to happen is to find a way to completely randomize the code each round. I don't want it to turn into Lego Jail where the code is only "randomized" into specific patterns. Plus, if it was completely randomized each round, it would take a lot of trial and error to figure out the code, which means lives would have to be sacrificed, and with the visual nature of the circular teleporters, it would make communication of the potential code difficult. "Okay, is it the third brightest circle, then second darkest circle?" "No, it was second darkest circle, then the brightest circle" "Nope that didn't work either" It's a lot more difficult then calling out colored teleporters. If all else fails, some automatic fire into the top of the tower would flush out most opponents. The open mic symbol appears over the heads of anyone hidden behind a one-way, and if you can convince someone to speak while hidden behind a one way wall, you will be able to easily figure out the exact position of that player. Also, Not going to take any sides regarding the tower. But while we're in contact with the map maker, could you PLEASE have that map exploit fixed where prisoners can grab a deagle from the armory without actually getting inside of armory? @Nimmy ^ THIS 5 Link to comment
asdfg Posted February 22, 2017 Content Count: 1421 Joined: 12/22/15 Status: Offline Share Posted February 22, 2017 Update After the inital decompile there were a lot of issues to fix, for example every single nodraw brush turned into a ladder brush so I had to fix all of that. There was also some problems with the doors and i fixed that to. I will be fixing the exploit in armoury, but with that I was wondering if I should leave a USP secret in that area for balance. What do you guys think? Link to comment
Mad Dogg Posted February 22, 2017 Content Count: 2844 Joined: 10/28/09 Status: Offline Share Posted February 22, 2017 Update After the inital decompile there were a lot of issues to fix, for example every single nodraw brush turned into a ladder brush so I had to fix all of that. There was also some problems with the doors and i fixed that to. I will be fixing the exploit in armoury, but with that I was wondering if I should leave a USP secret in that area for balance. What do you guys think? Yes you should leave at least a usp/deagle in there to balance it a bit. Also you should fix the armory window so you can go trough it again. This was possible in css and was never fixed for csgo. This offered an alternative route into the armory other than the vent. Link to comment
Chloe Gallagher Posted February 22, 2017 Content Count: 1619 Joined: 05/10/11 Status: Offline Share Posted February 22, 2017 Update After the inital decompile there were a lot of issues to fix, for example every single nodraw brush turned into a ladder brush so I had to fix all of that. There was also some problems with the doors and i fixed that to. I will be fixing the exploit in armoury, but with that I was wondering if I should leave a USP secret in that area for balance. What do you guys think? That's a fair trade off. Maybe have a gun in the big cage vent so Ts have a chance when there's a vent camping CT. Link to comment
Frostbitten Posted February 22, 2017 Content Count: 2187 Joined: 08/11/12 Status: Offline Share Posted February 22, 2017 For the one-way: I would definitely recommend having a randomized code for it each round. As it is right now, it offers too much power for Ts and CTs alike. A random code would allow it so that it still has that same power for both sides while decreasing the chances that anyone would ever get in there. I would also like to see a clear wall in there so the damage people can do in there will be reduced, but that's your choice. Would NOT recommend removing it. Scout Tower is something that can turn the tide for both sides and it's become a memorable icon for space_jail. Removing it would make the map feel empty. For the Deagle fix that you're gonna do for Box Area: Would be fantastic if you can fix that. However, if you plan on adding something for the Ts to use, put a USP. Would feel pretty unbalanced, considering that there's a USP in the Shower Vents and everyone would just go to Box Area for a Deagle that can cause massive damage in one hit, if you were to add it there. Other than that, I think any other change would be fine, as long as you got something to back it up or change it with. Link to comment
Metal Posted February 22, 2017 Content Count: 11727 Joined: 09/17/08 Status: Offline Share Posted February 22, 2017 Now the question remains. Whos gonna fix it? Link to comment
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