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9-11-01
We Will Remember |
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User Submitted Comments:
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| Grade: A+ | Submitted by: Sfphinx - 04/07/2005 11:04 10742 | | Even though it is possible for a 7 second cap, the possibility of it happening now that people are more skilled at the map is very good. This map is just plain fun. Especially for light cloakers. :) |
| Grade: A+ | Submitted by: Celios - 10/14/2004 08:10 10680 | | Forgot to rate this back in the day. One of my favorite Siege maps :) |
| Grade: None | Submitted by: Red Shifter - 12/17/2003 05:12 10001 | | Unlike Paint it Black, I still stand by my comments on this map. This map is horribly biased towards defensive gameplay. You can't even strip a flag with a concussion grenade. A relentless assault is the only way you will ever see the flag. |
| Grade: None | Submitted by: Paint it Black - 10/24/2003 05:10 9800 | | I'm sorry for the grade I gave the map now. I often have a lot of fun on this map now, despite its flaws. |
| Grade: None | Submitted by: Mr Tagomi - 08/03/2003 07:08 9439 | | 'Celios' suggestion' was actually aired by myself quite some time previous to his post, in the recesses of the pond forums :p :p :p |
| Grade: A- | Submitted by: Thecarisonfire - 08/01/2003 10:08 9424 | | Cool idea, but sometimes to short caps make it a bit boring. |
| Grade: None | Submitted by: Paint it Black - 07/29/2003 07:07 9402 | | Perhaps you could also limit the weapons? I'd love to see a map on the Pond with no grenade launcher/chaingun. (I'd say shocklance too, but it's not a huge problem on this map). This plus the suggestion from Celios should help to balance the map. |
| Grade: None | Submitted by: Celios - 07/27/2003 09:07 9396 | | I have a solution for the camping issue at least (to prevent the large margin between caps.) Make it so the defense cannot enter a bunker until the previous one has been taken over by the offense. For example, the D couldn't enter the 3rd bunker until the 2nd one goes down. The D would likewise be unable to go straight to the final gen to camp until the 3rd gen is taken down. This would keep the flag-holder on the move constantly and would prevent early camping. The idea would then be to intercept the capper as he is moving from bunker to bunker, until he is eventually cornered by the O. |
| Grade: B- | Submitted by: Paint it Black - 07/27/2003 12:07 9393 | | The concept behind this map is fascinating, although I think the design of the map could be a lot better. (As Verna has shown us, 7 second caps are not so fun). |
| Grade: None | Submitted by: Golarth - 07/25/2003 01:07 9370 | | As for the 7sec. cap, that may have been the old version where the flag was exposed. Even so, this map was designed so the defense would have to know what they're doing.
Red, you mean when people skip most of the middle bases, leaving the main battle for the final base right? While I would rather the middle bases be more useful, I don't want to make too many drastic changes at this point.
This is almost a new gametype so making a successful map will take some experimentation. |
| Grade: C | Submitted by: Red Shifter - 07/24/2003 10:07 9366 | | This is an amazing idea in theory. In practice, however, this map sucks. Not only does Verna hold the record for the cap, which is something that should never happen in the first place :) but the base layouts make it far too easy to camp with the flag. |
| Grade: None | Submitted by: Mr Tagomi - 07/24/2003 05:07 9363 | | I don't think this map should have been released yet. As verna demonstrates, the map is either capped in 7 seconds or 18 minutes. |
| Grade: A+ | Submitted by: Verna - 07/24/2003 06:07 9361 | | Best map ever. I still think I hold the fastest cap for this map, it's like 7 seconds or something... |
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