[NEW] BountyHunter by Bossk

Maps that have been tested.

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Bossk
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Re: [NEW] BountyHunter by Bossk

Post by Bossk » Mon Jan 19, 2015 10:24 pm

Does mapped badly mean how i handled the editor (layers and these things?)

Ama
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Re: [NEW] BountyHunter by Bossk

Post by Ama » Mon Jan 19, 2015 10:58 pm

1 example of badly mapped is annoying tight parts that are failable in a really stupid way and just a timewaster ( grenade part )

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Bossk
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Re: [NEW] BountyHunter by Bossk

Post by Bossk » Mon Jan 19, 2015 11:56 pm

I understand what you mean and you're right.
Nothing should be failable in a stupid unlucky way nor be a timewaster .

I will remap alot but thx for your argument that's all I wanted to hear.

Have alot of ideas what has to be changed and added to make it way more enjoyable... and aaaaalot of faily stuff won't be faily anymore ^^
Will take some days, ty for testing anyways :)

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Re: [NEW] BountyHunter by Bossk

Post by hi_leute_gll » Tue Jan 20, 2015 1:35 am

Archive for now until rework is done.
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Re: [NEW] BountyHunter by Bossk

Post by Bossk » Wed Jan 21, 2015 5:39 pm

Here it is.
I'm on Laxas ts if u want to test with me or show me Bugs ingame instead of posting them here.
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rework
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Re: [NEW] BountyHunter by Bossk

Post by Bossk » Tue Jan 27, 2015 10:51 pm

1- one tele placed wrong
2- back possibilty for one part
3- better looking winning room
4- smaller file <3

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Re: [NEW] BountyHunter by Bossk

Post by hi_leute_gll » Sat Mar 14, 2015 10:27 pm

Took a look with Saavik on the map.

Map is still bad mapped and makes not so much fun. Yes, there are a few good ideas but they are just the minority in this map.
It's also very short and some parts are a bit annoying. Many kill tiles, much freeze and less space are making the map bad faily. The penalty-feature doesn't work so well, too.

This map goes to Archive for now.
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