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A refresh of my rather old fy_warehouse_f with some big changes in the face lift department. The overall brushwork is very basic and similar to the first version but I've added 50megs worth of custom textures, models, and sounds. Nearly all of the textures are "hi-res" and because of this the system requirements are higher than your average map. Like my previous maps, I've tried to add a few elements that will hopefully make it more interesting and fun. I've also stream lined the information delivery system compared to the first version so that new players to the map can quickly adapt. This map also features spawns for up to 40 players but I would suggest keeping it down to 32 players to keep congestion down.
Game play Instructions -- The map is divided into 2 parts essentially, the Terrorist spawn and the Counter Terrorist side of the map. The object is for the CTs to arm themselves and kill the Ts, making this a basic team death match scenario. There are two additions however that alter the game play slightly. The first is that the T can not enter the CT side of the map. This gives the CTs time to group/strategize while putting the T into a waiting position. The second is that after 2:20min any CT NOT on the T side of the map will be killed. This stops the waiting game that can happen on these kind of maps and generally brings round times to under the 3min mark. Further instructions can be found inside the map on the Map Info locations for each team.
- "Push Style" game play - The T's must guard a specific section of the level while the CT's try to take it
- No buy zones - guns are obtained in the level in a more realistic manner
- Map controlled anti-camping system to lower round times and limit certain players from wasting others time
- Information delivering system to help keep new players informed
- Team oriented game play induced design
- 50 megs worth custom textures, models, and sounds
- 40 player spawns
I think the file size will kill the map, way too big a download for an fy map, even if it does contain fresh ideas. Ill still download but i cant see it getting much server time. Server managers are often put off by large downloads as people wont join when they have to wait for ages. Also, although i love custom textures, these textures are very similar to valve ones and the same effect could easily have been achived without having people download 50 mb! of new stuff. Thats a lot of fucking stuff..
Posted by kan3
EDIT- sneaky bastard, you edited your message =]
Yeah I know, it was too long winded before. :P
The left route does help, but not in a huge way. It's still part of t that whole choke-point corner of the room. I said it needs another path mostly because the Ts never have to worry about being flanked, and because another entrance would add way more potential for tactics. I don't mean like, add another little door on that same side of the room, I mean add a fully featured path that goes to another end of the T warehouse.
Think about de_ maps: the bomb sites always have at least 2 paths into them at different sides of the area. The same idea applies to a map like this, where one team is guarding a room.
I noticed you didn't mention the left side route at all, do you feel it's not a big enough addition to help the team? During testing the left side route was used quite a bit to win the match for the CT vs that of the garage entrance. I was thinking about giving the left side even more cover but I wanted to keep the map slightly more in the T favor for challenge purposes. After an hour on a 20 player server the ratio was around 40/60% in the T favor.
The biggest problem I found that brought the ratio down was the CT's lack of aggressiveness. There were plenty of times that they could have won if they just rushed the left section but they sat near the garage door or hid.
EDIT- sneaky bastard, you edited your message =]
It's a good idea, and it's got tons of potential. There're some great things going on especially with the map rules, but it's overshadowed by layout flaws. The biggest issue is that the map's layout is simply one choke point. Even with the 2 C4s detonated, the CTs essentially have one entrance to the room, and that breaks a basic rule of CS layouts. One entrance = T camp-a-thon and makes tactics all but impossible. The map really needs some more entrances for the CTs so they can flank, because as it stands the Ts can sit back sipping margaritas as CT rush to their death like lemmings. 2 good AKer's can pop of headshots before the CTs can even get through the doorway.
With a fixed layout, this map would be awesome, and easily 10/10.