Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #14713
    rryli wrote View original post
    What 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.
  2. Re: Map Rotation / Map Suggestions

    #14715
    111112oo wrote View original post
    The reason I left in 3cp's was because I wanted to try something different


    If 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.
  3. Re: Map Rotation / Map Suggestions

    #14716
    HipsterGlaceon wrote View original post
    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.


    It CAN make a good map. People haven't killed me over my maps yet have they? =P
  4. Re: Map Rotation / Map Suggestions

    #14717
    HipsterGlaceon wrote View original post
    If 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.

    I 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.
  5. Re: Map Rotation / Map Suggestions

    #14718
    111112oo wrote View original post
    I 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.


    You haven't seen them make the gameplay worse because you barely ever play ph. The maps that you listed have at least one thing in common contributing to their success. They only have one CP/

    Something that you're clearly not getting from all of this is that experienced prophunt players are giving you suggestions on how to make your map better, and you're complaining about them and throwing it back in their faces.

    If you want your edit of a map to survive just like all the good maps, take the suggestions you are getting and actually implement them instead doing what just you want.

    Prophunt maps are supposed to be barebones arena maps, and as far as I know all arena maps have one control point.

    There is no good reason to have more than one control point in a prophunt map. If multiple, experienced prophunt players have told you that it is not a good idea, it's very likely not a good idea. This post is to help you see that if you are going to make a map for a gamemode, either know that gamemode and how it works or get someone who knows it to help you with the process if you want your edited version of the map to be played and survive.

    I'm actually relatively open minded about what v3 will bring. Just as a suggestion for music, seems pretty fitting.
  6. Re: Map Rotation / Map Suggestions

    #14753
    cmon yall, shitty PH maps are nothin new...but then again "if it aint broke dont fix it" goes for all mod modifications that ppl here have done - the way rounds end, time on a map, etc and bad map edits are on the top of the list. Gunner fucked up devils canyon and canyon n other maps too
  7. Re: Map Rotation / Map Suggestions

    #15078
    Update to ph_campsite!

    ph_campsite_a4

    ~Added "treehouses" due to requests for higher spots. Only added one section for now, will add another if it's requested.
    ~Hopefully fixed CP prop from being invisible underwater
    ~Hopefully also fixed water not dousing players
    ~Added section in teepee
    ~Made fence taller, may tweak it back down a bit, won't be as low as originally
    ~Moved Blu spawn back a bit, shouldn't be able to see out anymore
    ~Couple of props have been moved/added
    ~BONUS DUCKS!
  8. Re: Map Rotation / Map Suggestions

    #15182
    What happened w/headquarters? What changes were made to replace w/redquarters?
  9. Re: Map Rotation / Map Suggestions

    #15185
    It's the same exact map, but anything blue (the computers, chairs, walls, pretty much everything) was switched to red. I believe the original map maker intended to make the changes, but they never did, so someone else took it up.

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