Signs of Life (Approved, Open Source)

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Re: Sol

Postby Lyte » 5 June 2017, 13:09

I always appreciate it when someone posts a pic of their map in the thread
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Re: Sol

Postby JayaRaya » 5 June 2017, 15:34

The map is awesome. With a very unique picture in the wall, makes it even more fun & interesting. :thank:

Note : (For some reason, those pictures are kinda feels like the creatures from pokemon)
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Re: Sol

Postby stormforce » 5 June 2017, 19:53

Very good map. The placement of walls allows for strategic team advances and rotations. I would recommend this map for COOP.
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Re: Sol

Postby Silent Aurora » 5 June 2017, 22:42

Nice design of the map, so aesthetic.

One thing though in terms of game play, this part:

When in COOP mode, if the red team go down, they can easily spawn-kill blue team (vice versa) by spamming due to lack of cover. Maybe add some cover or something. Other than that, it's a good map.
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Re: Sol

Postby lee06400 » 5 June 2017, 23:59

That's a real nice map you got here, but you gave a vantage point for the left team only, giving them an unfair advantage as you can see in this following image : http://prntscr.com/fgc242
You should either give an option for the other team to flank the opponent or give them also this kind of structures
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Re: Signs of Life (Approved, Open Source)

Postby Ahrora » 16 February 2019, 22:51

This map is very interesting. I love the concept of your maps their quite impressive, I could never be this good at making multiplayer type maps. Would be nice if someone like you did a tutorial on a multiplayer map for ranked.
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Re: Signs of Life (Approved, Open Source)

Postby wreak » 16 February 2019, 22:56

I didn't try this on multiplayer but it looks kinda open space, the top areas do look like possible camp areas. Does the map have ways to counteract this or I am just overthinking?
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Re: Signs of Life (Approved, Open Source)

Postby Ahrora » 16 February 2019, 23:07

wreak wrote:I didn't try this on multiplayer but it looks kinda open space, the top areas do look like possible camp areas. Does the map have ways to counteract this or I am just overthinking?


I agree with Wreak. If you get caught in the open escaping is a very low percentage. I would've added more blocks to make cover.
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Re: Signs of Life (Approved, Open Source)

Postby Ash Crow » 22 February 2019, 04:03

One of the best maps that i will ever see in this website.

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Re: Signs of Life (Approved, Open Source)

Postby ditzy » 5 November 2019, 16:11

Topic unlocked on user request.
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Re: Signs of Life (Approved, Open Source)

Postby nightmar » 14 November 2019, 20:47

Blue team has a territory advantage when it comes to defence due to the higher ground far right up. I would make a path to the central wall up so that it will not be easy to be taken advantage of.
How many bugs does this game have anyway? jeez
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