PL_Great_Heights_A7
Tonights playtest: 5.30PM WST, 8.30PM EST
SERVER IP: 202.125.39.66:27031
(password is removed when playtest begins)
*** FEEDBACK FEEDBACK FEEDBACK***
Folks, please fill out this short form after you have finished playing tonight. It is really helpful for me to hear what you have to say - as when we playtest, it is difficult for me to capture everything, and easier to forget if it's not written down. Big thanks to dimms, gary and PartyEscortSubmissionPosition for filling out the form after the last playtest.
Welcome to the seventh playtest for PL_Great_Heights!
Awesome! I was super happy with how round 2 has been received - thanks so much for last weeks double banger - both Saturday and Sunday night pulled almost full servers for 2 hours!
PLEASE NOTE: All Talk WILL come off at some stage. As mentioned before, it is only on a round per round basis. It really does produce a different playing style and in the end, not all servers this map is played on will have All Talk on.
Here are a list of fixes for this test:
- Should no longer be stuck in the respawn room doors of Red in Round 2
- Removed the first CP in round 2 to add a bit more difficulty for Blu
- Upped the full ammo boxes around the starting area - easier for "Rengies" (Red engies) to setup their defence in the allocated setup period.
- Added a second route to the top level, coming from Red Spawn, to help coax defence up there.
- Added a second route to the final CP
- Modified the valve/water underpass area - you'll see what I mean ;)
- Added a second cog on the otherside of the underpass to help alert Red if there are Blu on the otherside, using the valve to move the cart.
- Fixed health cabinets no replenishing either team.
- Fixed the invisible collision at the final CP
- Blu can no longer build inside their spawn area
STILL TO COME
The start of the level still hasn't received much work, likewise with the final area. I'll begin work on these after this playtest and hopefully have some changes for the next time we play.
I'm also begining to start round 3 plans, but not sure when this will be ready to go.
IMPORTANT: SV_ALLTALK
Like others, I enjoy having SV_ALLTALK turned on - it's incredibly beneficial for me as it's an easy way to hear your feedback. However, whenever it is on - team play performance drops and it's difficult to gauge how well the level is or isn't performing.
There will be moments throughout tonights test where SV_ALLTALK will be turned on, and moments where it isn't available. Whatever its setting, it will last for the entirety of the round at hand and only change afterwards.
IMPORTANT: Sprays
Please don't spray on the TRIGGER or COG Information signs ;) They're there to inform people who join from the server browser in game - it's the only way they'll have info as to where to sign up for future tests and who to talk to etc... So please keep them clear.
PLEASE TRY AND RESPECT THE FOLLOWING:
- Please have AT LEAST one Medic.
- Please have no more than TWO Snipers
- Please have no more than TWO Spies
TIME TO PLAY!
Please just join the server tonight, and download the level that way. Please be patient as there are numerous players all connecting at once!
Any problems, let me know! Otherwise, see you on the fraggin' field!
• toutfou
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