Lez wrote:Over all the map has potential but I honestly suggest a new project now you have the hang of mapping.
You're the only one who kept bitching rather about the map

Most players liked it, although it's quite obviously just a beta...
Lez wrote:light abuse because you need to stealth past the turrets, dosent make for much fun.
Agreed. I've already told you the turrets should be hackable, Icepick

(Hackable till a corp activates them again or for 30 seconds, I don't care) Atm it's a light-only objective.
Lez wrote:2nd objective, ...remove the boltgun thing, its silly, and give an alt route into there, at the moment its a very odd choke and corps only need to focus on laser whoring and nade spaming a tunnel and stairs.
The boltgun thing? That's just another way to jump over the wall, but you'll rather use Leg Boosters... And there IS an alt route (Vents) ¬¬
Lez wrote:3rd objective is silly full stop.
It needs a rethink, if only for the fact corps can hardly get there to defend and theres no room to freaking move in there, try making the building bigger and put the corp spawn in it so you have to defend from the inside to make it feel more Vac like.
Put the point to stand more on a punk bias side so the corps dieing actually has a penelty as opposed to rush and spam the guy standing there, oh and again, BIGGER.
Agreed. Corps should be able to defend the 3rd objective. At the moment they have to jump to the streets and fight their way inside... It's too hard to get reinforcements in there. Although I guess you're supposed to defend in the streets (That's what the cover with that healing thing is for

), but being able to defend it would be nice anyway...
Lez wrote:4th objective I dont like at all. The whole thing is easy to defend, theres no room to move in the building either and the air lock bridge thing is fustraiting.
I advise making the whole building biggers, such as bigger corridors so people can actually move in it, basicaly give it anouther look at.
I agree, the prison corridors should be a bit bigger. You can't even bhop in the 3rd floor. And the "airlock" is very annoying.
Lez wrote:Again the sewers, move the jip out of there and into some where that people might think to look in to encourage some cyber battles going on in spawns.
Also, again, light the sewers up.
Yep. That JIP was fine in B3 because you couldn't move the teleporter any further. But in B4 the teleporter will usually be in the building or near its entrance... And that unbalances the 3th and 4th objectives' CS. You should have a JIP that only works in 3rd/4th Obj somewhere... Maybe in the other side of the punk spawn, or in a building (A cybercafe, maybe?) near it.
icepick66 wrote:Lol@ teleporter bug, i thought no one would be dumb enough to try and teleport the reciver xD
Never say "no one would be dumb enough to try"

icepick66 wrote:That bug your experiancing with the texture isnt right? the texture shouldent look like that, view the walkthrough and see what it looks like on my pc, also does anyone else have this problem?
I have a 6800GS, 256Mb, PCI-E. The texture is fine when I'm near the wall, but when I'm farther away the Anisotropic filter messes it up and it looks like crap... It's VERY annoying in-game, since it looks like the room's lighting kept changing. And it'd look just as good using a different texture
