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Overload only comes in FLO variety. As BCPull said, that was a server side setting. I was actually surprised you guys stayed with the map when it came up in rotation and we only had 10 players on the server.
He's bit burned out a bit with mapping and the problems with UMM's . He's spending time with his kids outside and having fun enjoying the Dutch weather.
My Portfolio / Site
Maybe if it were a lot quieter. It really shouldn't be loud enough to potentially impact gameplay. Right now it's so loud that if you're having a conversation on TS, you have to stop talking and wait for it to be gone.
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for example, imagine aa2's insurgent camp. it's a pretty "big map" but it is not filled with buildings on every square inch of the play space. i can imagine insurgent camp having extra buildings north and south and it would make it more like this map, but it would have the same problem.... it would be a nightmare for assault team to fend off defenders rushing around and flanking them.
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so maybe someone could go into the editor with this map and trim out some buildings and obstacles and make it a little easier to watch your back and force the defenders to actually defend the bomb sites.
There's alot of flanking options though. It's basically, break through your lane, hang around a bit and move around to flank. Works every time, on both sides.
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Insurgent camp was pretty big indeed. The approach was mostly open and there were clear paths that converged on the same building with a couple of entrances, so that made it easier to defend.
Also the objectives were in rooms that only had 2 entrances instead of an open plant site with many lines of sight like in overload. If the objectives on overload were in a relatively small building, that would make it easier for defense to decide to fall back on the objectives.
But that would probably make it even less interesting for comp.
Hey here I'm. I like how the map has turned out. Love the new assets and how they spiced up the looks of the main hall. The did a great job closing certain areas and opened up another flank. It's always nice to see a former UMM get played as official map.
As I remember correct the contest was a 12 vs 12 map. So thats why I made a 12 vs 12 map. Its no secret I'm an older gentlemen public player. So I prefer an older gentlemen kind of map. The logical outcome I created older gentlemen public maps. But as I'm not the worst person I decided to create something for the
Young fast and deadly crew. They sounded enthousiast but my guess they got lost during spring break. As it went completely silent. So I went back to older gentlemen public maps.
The good thing with UMM's is players can contribute by posting feedback from playtests. Most people creating UMM's would love to get this feedback and make reasonable changes to their maps to come to a better product.
So thats all a good weekend to all and have some fun on Overload or pick some of the UMM servers to try them out.
First time I see something like this so I think it is just you. Change your video settings, increase the video resolution and turn on texture. What you are looking at is snow.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
eSport-Community, http://esportcommunity.com/
HARDEN HC mode, SMOKE Grenades, UMM Support and RELEASE LINUX Binaries !
The jet sounds realistically loud. It provides covering noise for swift movements. I think there should be jets periodically flying overhead at different volume levels to make things tactically interesting.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
My Portfolio / Site
So encourage your local UMM Creator by playing and contribute. So try these maps.
<p>Maybe credit is not the perfect terminology, but from my perspective as a non-native speaker it should be sufficient enough to transport what I mean. It should just be visible for new players who dont know where it cames from.</p>
eSport-Community, http://esportcommunity.com/
HARDEN HC mode, SMOKE Grenades, UMM Support and RELEASE LINUX Binaries !