Re: Map Rotation / Map Suggestions
#14713wrote View original postWhat do you mean "harder to activate"
^ This. And also what do you mean exactly by "abusing the control points." All we are saying is that it unbalances the map, which it does.
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wrote View original postWhat do you mean "harder to activate"
wrote View original postThe reason I left in 3cp's was because I wanted to try something different
wrote View original postYou may like to just copy a cp map exactly, throw a few more props in it, then call it a prophunt map. This does NOT make a good map.
wrote View original postIf it's not broke, don't "fix" it.
The one thing that you're overlooking is that the people giving these suggestions have played WAY more prophunt than you and are WAY more experienced in how the game works.
Just to be completely blunt and say it,
If you don't take the recommendations seriously from people who are WAY more experienced in prophunt than you, your map is NOT going to last.
Sure, you want to try 3 CPs on prophunt. Don't. It's not broken, don't "fix" it.
The only thing that leaving 3 CPs on the map tells us is that you're too lazy to delete the extra CPs and want to call it a "feature" that we may eventually remove ourself IF the map is even kept in rotation.
You may like to just copy a cp map exactly, throw a few more props in it, then call it a prophunt map. This does NOT make a good map.
wrote View original postI didn't try to fix anything by leaving in the 3 cps. I wanted to try include some gameplay changes.
Uh, no it doesn't, I can easily delete the cp's, i choose not to as i want the 3 cp's in, I haven't seen them make gameplay worse, so I'm not changing them until I see such thing happen. Also if you edit it. And that's pretty much how prophunt edits are made so I don't see how that description makes my edit a bad map. Examples: Ph_sawmill Ph_manor_event ph_manorgrounds, old ph_grassland, ect.
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