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Old 12-30-2009, 12:48 PM   #41
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I know the map too, I played it in TFC days and I can get to my flag room quickly from my spawn as I have said.

And as nubs has said he can get there in 10 seconds or less (and hes coming from the other side of the map)

Again, I like the fast pace of FF its one of the reasons I play it and not TF2, but sometimes it can be too fast.

This map needs to have the speed brought down a little.

A few ideas that could work and should be at least tried to see how people like them, though I know nubs won't like any of them because they slow the game down for him.


A cap of 1 conc for the scout and medic to start off. This forces them to either run some of the way to the flag on the other side and run with it back, or stop for the grenade bag on their way.

A cap of 1 medic and 1 scout. This really doesn't slow the game as they still have the same number of concs, but this could be used with the above.

Spawn the scouts and medics in the lower resupply/spawn area. This puts them further away from the enemy flag room (I think). This with a limit of 1 or 2 concs each would give the defense of the other team a chance to set up a defense.

A 30 to 60 second time for people to set up a defense. This doesn't exactly stop people from the other team from getting to the flag area faster then your own team, but it might give defense at least some sort of fighting chance.



******

Oh and one other suggestion for the map. The screen going black on noobs seems to confuse them. Maybe have some text show up in the middle of the screen.

"Your team capped all 4 flags, congrats. Respawning in 5 seconds" (or how ever long it takes)

"The enemy team capped all 4 flags. Respawning in 5 seconds" (or how ever long it takes)


This way they at least know what happened instead of having to ask what happened... though I swear some have no idea how to read, it would at least stop a majority of them from asking what happened.
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Old 12-31-2009, 06:23 PM   #42
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Quote:
Originally Posted by cjeshjoir™ View Post
Thats because gravity hates you. Dont blame the map.
ur an idiot
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Old 12-31-2009, 08:43 PM   #43
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Hey, fuck you all. Get the fuck out of my thread.

P.S.: This is a port/remake of the original Flagrun, not an interpretation.
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Old 01-01-2010, 10:03 PM   #44
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Originally Posted by cjeshjoir™ View Post
Hey, fuck you all. Get the fuck out of my thread.

P.S.: This is a port/remake of the original Flagrun, not an interpretation.
NO BAD,lol.

i havent check the other versions of ya map, but in the xmas one, the red rear spawn does not work. Check the entity names.
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Old 01-02-2010, 03:11 AM   #45
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Quote:
Originally Posted by Ricey View Post
NO BAD,lol.

i havent check the other versions of ya map, but in the xmas one, the red rear spawn does not work. Check the entity names.
Whoops.
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Old 01-09-2010, 02:42 AM   #46
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B5 IS RELEASED, B4 GOT SKIPPED

-> DOWNLOAD B5 MEOW! <-

:3

P.S. This is likely to be the last release before final. Please reply with any bugs....
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Old 01-15-2010, 10:39 AM   #47
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I started a flagrun remake a long while back, but never got around to finishing it, guess when you're lazy, someone beats you to the punchline.




Still might finish it one of these days..
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Old 01-15-2010, 01:14 PM   #48
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mm looked nice too
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Old 01-15-2010, 01:43 PM   #49
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Definitely a lot sexier than my amateur creation. You should finish it up and release it.
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Old 01-15-2010, 03:06 PM   #50
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nice! You really should...this version is only a qnd (qick and dirty) anyway isn't it?
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Old 01-15-2010, 03:26 PM   #51
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Quote:
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nice! You really should...this version is only a qnd (qick and dirty) anyway isn't it?
It is. I was reluctant to even take credit for the geometry, since it is so similar to the original.
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Old 05-24-2010, 11:43 AM   #52
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-> DOWNLOAD XMAS EDITION MEOW! <-
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Old 07-06-2011, 02:26 PM   #53
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Link is broken. Need another.
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Old 08-14-2011, 06:22 AM   #54
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my man cjeshjoir dont answer to no one
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