saints_b1 overview

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Expand view Topic review: saints_b1 overview

Re: saints_b1 overview

by james- » Mon Oct 17, 2011 8:45 pm

cr44, noobs

/endthread

Re: saints_b1 overview

by emcsk » Sun Oct 16, 2011 8:25 pm

so the thread turned from overview to suggestions on fixing the map, cool :P

decompiling and recompiling a workable map is nearly impossible in HL1, I really don't want to do something like that. I understand peoples frustrations but is dod_saints_b1 a map to stay? or is it just a map for this season? If it's to stay then I can see how it should be changed, but there are other maps in the works that could replace it.
Rob wrote:The tanks are still a huge problem. The car at Allies' first flag seems to make people sitting in it almost invulnerable in certain spots.

Allies' broken wall is a nightmare. The removal of double windows on Allies side was a poor decision by whoever made that version.

And what is the point of broken bridge? Why not just make it whole? Is it some sort of awesome, challenging aspect that you can magically walk over the gap in certain spots but not others? It's just a frustrating annoyance.

Just a bad map overall. Is the cal_saints version still floating around somewhere?? I thought THAT was the good (and by good I mean "playable") one.
cal saints IS dod_saints_b1 as far as I know, I'm 99.9% positive that they are the same map. Also, dod_saints_b1 was made before the default saints we have now, and that map was made by some old geezer long ago. It was valve who turned dod retail and updated saints, so you can thank valve for adding in those windows.

Re: saints_b1 overview

by Rob » Wed Oct 05, 2011 7:13 am

The tanks are still a huge problem. The car at Allies' first flag seems to make people sitting in it almost invulnerable in certain spots.

Allies' broken wall is a nightmare. The removal of double windows on Allies side was a poor decision by whoever made that version.

And what is the point of broken bridge? Why not just make it whole? Is it some sort of awesome, challenging aspect that you can magically walk over the gap in certain spots but not others? It's just a frustrating annoyance.

Just a bad map overall. Is the cal_saints version still floating around somewhere?? I thought THAT was the good (and by good I mean "playable") one.

Re: saints_b1 overview

by stealthlol » Wed Oct 05, 2011 5:02 am

joeledmunds wrote:THE NADESSSSSSS. It's like Sherman Jr. (But older)
Seriously. You can kill the entire team and before they even spawn, their nades are on bridge.

Re: saints_b1 overview

by joeledmunds » Wed Oct 05, 2011 4:28 am

THE NADESSSSSSS. It's like Sherman Jr. (But older)

Re: saints_b1 overview

by theshizz » Tue Oct 04, 2011 10:35 pm

yr moms throat is the biggest choke point.

Re: saints_b1 overview

by ceebz » Tue Oct 04, 2011 8:38 pm

broken wall is the biggest choke point in the fucking game

Re: saints_b1 overview

by cassinoroyale » Tue Oct 04, 2011 7:57 pm

saints_b1 is a heavily axis sided map... perhaps by recreating the allies double windows loft or maybe hmmm removing the connector double door (which then can lead you directly to axis 2nd flag) will spicy things up a bit for our fellows americans.

saints_b1 overview

by emcsk » Tue Oct 04, 2011 6:19 pm

well I'm probably too late on this because most of you probably already played your match but here is a working overview for dod_saints_b1. I just took the default dod_saints from the dod.gcf and changed some names around. I might be taking on requests if there is anything like this in the future that needs patching.

http://www.gamefront.com/files/20858018 ... rviews.rar

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