
Today Im going to do nothing, I did it yesterday too but didnt get to finish it.


Mar 30 2011 10:20 PM UTC (about 1 year)

Today Im going to do nothing, I did it yesterday too but didnt get to finish it.
Mar 31 2011 07:59 AM UTC (about 1 year)
I agree. I admire the dedication and imagination in creating this map and the graphics are very nice, but... This map is a [filtered] fest pile of a mess! Its as if some one kept dropping more and more images on the page because it looked good, instead of thinking about how the map will flow and be played, shame!
Please please please rethink spawns and the layout of any new maps.
Mar 31 2011 09:02 AM UTC (about 1 year)
In D.Harbour fixing this would be easier than in other maps given the layout of the map
heres my view on how the map could be balanced...i dont have a map of the stage, so this is off the top of my head...meaning that bits of land might be needed to be added in order for this to be made plausible
Step 1. Rotate the vaults locations by 90 degrees...ie place them at the very end of the currently unused long strips of land .. allocate wooden docks/pathways to the 2 buildings so that traffic is more spread out across the width of the map [currently the height] making it in the process more "square".
Step 2. Move the player spawns in the front of said strips of land...and spread them out like shotgun pellets so that they cant be all seen in the same line of sight [so 1 person cant spawncamp the whole team even if he is the tubechild of John Rambo and Chuck Norris]
Step 3. Reallocate the roadblocks allowing for a max of 5 passageways above ground and another 5 on ground leading to each spawn (10 choke points per spawn ) . The campfest spawn needs to be partially blocked since its too direct a route, but can be boarded up in a way that it provides sniper cover similar to the airplane hull for the opposing team.
Step 4. Make all routes snaking, by blocking access to pathways while allowing for the roadblocks to be used as cover [eg crates that are waist high]
The resulting map hopefuly would force teams to use cover more (spawn camping would still be possible but it would take a good amount of team co-ordination this time around) using chokepoints to their defensive advantage while trying to place snipers/rocketeers in keypoints in order to clear the chokepoints needed to get to the other teams vault.
Last Edited on: Mar 31 2011 09:03 AM UTC (May 21 2012, 12:10pm GMT)
...so says the Grinch
Apr 03 2011 06:21 PM UTC (about 1 year)
Hey guys,
If you haven't taken the time to play Deckard Harbor matches for our Double XP/Double Cash event, today is your last chance to get in and shoot up your friends and rivals.
The Deckard Harbor event will end with the Monday, April 4 maintenance.
To unlock Deckard Harbor, go to Officer Crow in Oceanside and take the mission Proper Dues to kill 70 opponents in Robbery matches.
All of the new maps - Deckard Harbor, Municipality Bank, Belly Street and Maxym Alley - can be unlocked through BleedOut missions or through a mission given by the Municipal Officer guarding the entrance.
--KevinB
Apr 09 2011 05:06 PM UTC (about 1 year)
Rock on Capo, but the feedback given about the maps playability is just as important as the double xp it was given. So a good look into some of the ideas of dw420 might be in order with a forwarding to the devs on how to improve the map.
Apr 09 2011 05:07 PM UTC (about 1 year)
There's often too many chokepoints on CC's maps and especially in ROB and SNG it becomes annoying.
Apr 30 2011 04:31 PM UTC (about 1 year)
sup im new to the game whats up with the events here any good?
Apr 30 2011 05:53 PM UTC (about 1 year)
May 04 2011 03:46 AM UTC (about 1 year)
Better map and do it again!! lol
0 currently reading this topic
thank god it will end as this is the one outmost retarted spawn map of all in rob...
Last Edited on: Mar 20 2012 05:36 PM UTC (62 Days ago)