Kruphixx
Well-Known Member
- Joined
- Oct 25, 2020
- Messages
- 900
Hi, so recently Skyhigh Resort was updated to have 4 teleport zones. It's explained more in detail in the post below:
This solution didn't really help much, as hales can still get telefragged or straight up nuked by stickies just as easily on all teleport points other than the control point.
My suggestion is to revert it to how it was before - One teleport zone, players get teleported back to the control point after falling off the map.
Before you vote, here's why I think that should happen:
Basically I think having 4 teleport zones is completely pointless now and one would be enough. Let me know what you think, poll will be up for 2 weeks.
Completed - [VSH] Solving problem with vsh_skyhigh_resort
Hi, The more I play on vsh_skyhigh_resort_b9_s, the more i hear from players (mainly on #5 VSH, and I dont know, how things look on FF2) that this map is so unbalanced, they refuse to play it as hale, calling it imposible to win. Only the best players are able to somewhat win on that map, but...
www.panda-community.com
This solution didn't really help much, as hales can still get telefragged or straight up nuked by stickies just as easily on all teleport points other than the control point.
My suggestion is to revert it to how it was before - One teleport zone, players get teleported back to the control point after falling off the map.
Before you vote, here's why I think that should happen:
- Control point has a func_nobuild zone on it, meaning you can't put any buildings there anymore.
- In the version in the post above I changed the control point to be slippery, meaning stickies slide right off of it, which makes it impossible for hales to get nuked.
- Players also get teleported a lot higher, which makes it a lot harder for them to get backstabbed for example. (look at screenshot below)
Basically I think having 4 teleport zones is completely pointless now and one would be enough. Let me know what you think, poll will be up for 2 weeks.