Muffin Posted April 14, 2015 Report Posted April 14, 2015 (edited) What Jackophant said, but if you do happen to keep jumps, make sure they aren't gamebreaking and give a fair reward, instead of simply access to a path that you would already take(Jumping from ct spawn onto Ct to A path which you would already do) (For example, a jump that gives you acces to a non-op ledge two player heights above ground.) Edited April 14, 2015 by Muffin Quote
Muffin Posted April 19, 2015 Report Posted April 19, 2015 Here's some feedback. I would refine the timings. A lot of the timings seem a bit off and you should just go through them again and make sure Ct's get at least 1 second before T's enter. And that's barely cutting it. Another thing is how unstable the map feels. A lot of places feel very easy to fall off and I end up worrying about not falling instead of killing people. This isn't too much of a problem but take t side a platform. It doesn't have bars and it's also very thin. In fact lots of the paths are very thin and I would try to make em a little wider for more elaborate strategies and space to work with. Overall, good job. For how interesting and imaginative the layout is, you've done a great job making it playable Quote
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