dod_lennon_b4

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Topic review
   

Expand view Topic review: dod_lennon_b4

Re: dod_lennon_b4

by aLpha.cn-[tang] » Sun Jan 13, 2013 12:56 pm

knockout wrote:- making the blue apartments that comprise half the map (100% of the meaningful map, for competitive reasons) way less of a clusterfuck, let's focus on that.

[fixed]

map is inherently bad

-everyone good that's ever had a _truly_ competitive take on the issue
I'll grant you that, but, considering the maps that people have made within the past year, I'd vastly prefer going with tweaking small parts of a map we already have rather than making whatever it is clusterfuck central other maps people have made. Just me though.

Re: dod_lennon_b4

by tr4gik » Sun Jan 13, 2013 8:27 am

Map blows, it double blows if you're a heavy, but only blows half as much if you're better then the opposing teams heavies.

Re: dod_lennon_b4

by knockout » Sun Jan 13, 2013 4:43 am

aLpha.cn-[tang] wrote:What happened to...

- making Axis spawn smaller or moving spawn points forward.
- possibility of clutching Axis 1 from the spawn ramp. you can't see the flag and you can get shot coming off the ramp from L.
- fixing the wall from Allied 1 into spiral stairs so that you can shoot through it.
- long window disproportionately small compared to the lengthened apartments and long routes.
- random room going nowhere at Axis 1 (not a huge deal).

The rest is fine.
- making the blue apartments that comprise half the map (100% of the meaningful map, for competitive reasons) way less of a clusterfuck, let's focus on that.

[fixed]

map is inherently bad

-everyone good that's ever had a _truly_ competitive take on the issue

Re: dod_lennon_b4

by aLpha.cn-[tang] » Sat Jan 12, 2013 9:11 pm

What happened to...

- making Axis spawn smaller or moving spawn points forward.
- possibility of clutching Axis 1 from the spawn ramp. you can't see the flag and you can get shot coming off the ramp from L.
- fixing the wall from Allied 1 into spiral stairs so that you can shoot through it.
- long window disproportionately small compared to the lengthened apartments and long routes.
- random room going nowhere at Axis 1 (not a huge deal).

The rest is fine.

Re: dod_lennon_b4

by rippeR » Sat Jan 12, 2013 1:48 pm

great effort, great map!

The L way at axis spawn is really useful and a must-have ! ;-)

Re: dod_lennon_b4

by killahbeez » Thu Jan 10, 2013 1:59 pm

Looks good, I really like it. Good job brother. I havn't been around long enough to have an opinion on the other versions but I read what you fixed and I overall enjoy it! Hope it gets put into rotation.

Re: dod_lennon_b4

by D-bo » Thu Jan 10, 2013 12:59 pm

jZhQOvvV45w

Re: dod_lennon_b4

by seanality » Thu Jan 10, 2013 7:01 am

This map did need a change. thank you.

Re: dod_lennon_b4

by mogers » Thu Jan 03, 2013 7:52 pm

I liked the L Hall in axis spawn.

Re: dod_lennon_b4

by toxinatoR » Thu Jan 03, 2013 5:17 pm

rehpyc wrote:Had you made the Source version of the map, or are a lot of these changes adopted from whomever made the Source one? Always liked some of these aspects of the map for that terrible game.
Sean Kalas Sighting!

Image

Re: dod_lennon_b4

by knockout » Thu Jan 03, 2013 2:32 pm

4 versions of the map and the blue hallways still exist. when will we learn to stop torturing ourselves?

Re: dod_lennon_b4

by aLpha.cn-[tang] » Thu Jan 03, 2013 1:52 pm

Can I shoot at people's heads through the wall above the boxes at allied 1 into spirals/swing door yet?

Re: dod_lennon_b4

by rehpyc » Thu Jan 03, 2013 12:11 am

Had you made the Source version of the map, or are a lot of these changes adopted from whomever made the Source one? Always liked some of these aspects of the map for that terrible game.

Re: dod_lennon_b4

by toxinatoR » Wed Jan 02, 2013 11:09 pm

whoa

Re: dod_lennon_b4

by stevehisey_ » Wed Jan 02, 2013 11:28 am

new file and pics added ;o

Re: dod_lennon_b4

by Cage » Wed Jan 02, 2013 5:37 am

fusioN wrote:
true true, i guess it allows you to drop off with out losing a tiny bit of health!
And you get on the railing silently.

Re: dod_lennon_b4

by fusioN » Sun Dec 30, 2012 2:37 pm

Sp3c-BuLLeT wrote:
fusioN wrote:
Sp3c-BuLLeT wrote:I like a piece of the railing is now gone at spiral steps, so allies don't have to jump to go lower mid
you didn't have to jump in the first place. Just crouch hop on top of the railing and walk right off.
Crouch hop is kind of like a mini-jump lol.
true true, i guess it allows you to drop off with out losing a tiny bit of health!

Re: dod_lennon_b4

by Sp3c-BuLLeT » Sun Dec 30, 2012 1:27 pm

fusioN wrote:
Sp3c-BuLLeT wrote:I like a piece of the railing is now gone at spiral steps, so allies don't have to jump to go lower mid
you didn't have to jump in the first place. Just crouch hop on top of the railing and walk right off.
Crouch hop is kind of like a mini-jump lol.

Re: dod_lennon_b4

by fusioN » Sun Dec 30, 2012 11:57 am

Sp3c-BuLLeT wrote:I like a piece of the railing is now gone at spiral steps, so allies don't have to jump to go lower mid
you didn't have to jump in the first place. Just crouch hop on top of the railing and walk right off.

Re: dod_lennon_b4

by Sp3c-BuLLeT » Sat Dec 29, 2012 11:31 pm

I like a piece of the railing is now gone at spiral steps, so allies don't have to jump to go lower mid

Re: dod_lennon_b4

by DanJhonson » Sat Dec 29, 2012 9:33 pm

The planter in underpass is quite comfy to lie in as well :D

Re: dod_lennon_b4

by mike » Sat Dec 29, 2012 9:31 pm

needs more support beams in blue room.

Re: dod_lennon_b4

by joeledmunds » Sat Dec 29, 2012 9:03 am

Ran around it, seemed like it used all the stuff I liked about b3, and also fixed a ton of annoying parts of that map. Great job, hope we use it this season, as it seems like a clearly improved version.

Re: dod_lennon_b4

by k4b00m » Sat Dec 29, 2012 8:42 am

So you added the hole at the axis first after all? ;D grooooovy.

Re: dod_lennon_b4

by nomis » Fri Dec 28, 2012 10:54 pm

Sp3c-BuLLeT wrote:I can't say I support having the map name end in "final1" though. Why not just call it "dod_lennon_b4" if this is the final version?
It's not the final version I don't think, still a couple things could be probably added

Re: dod_lennon_b4

by Sp3c-BuLLeT » Fri Dec 28, 2012 9:54 pm

I can't say I support having the map name end in "final1" though. Why not just call it "dod_lennon_b4" if this is the final version?

Re: dod_lennon_b4

by Sp3c-BuLLeT » Fri Dec 28, 2012 9:53 pm

stevehisey_ wrote:This is a final beta test version of the fourth installment of dod_lennon, by lerfooled/hisey.

http://www.jaggon.mantheperiscope.com/s ... final1.rar

modifications/fixes:
-fixed some of the paper thin walls
-implemented lennon_b3 axis spawn to reduce bottleneck
-added "L" hall as alternate exit for axis
-changed alternate left exit in allies spawn
-changed alternate exit to lower tree in allies spawn
-switched the gates in allies spawn to prevent grenades from flying down ramp
-removed part of balcony at spiral stairs
-changed long cap area
-added a planter at underpass
-added a gate in the corner under allies first (towards long) to prevent hiding/camping
-fixed fps issues people had at underpass
-retextured
I last looked at dod_lennon_b4test5 and it was pretty good. Better than b2 I thought. I'll have to download this and make sure it is still good. If it is I fully support playing b4 instead of b2.

Re: dod_lennon_b4

by Jakimo » Fri Dec 28, 2012 8:41 pm

sick map. super smooth, great fps.

Re: dod_lennon_b4

by mogers » Fri Dec 28, 2012 6:12 pm

Just 12man'd it. Was a lot of fun.

Re: dod_lennon_b4

by motive » Fri Dec 28, 2012 4:03 pm

bad

dod_lennon_b4

by stevehisey_ » Fri Dec 28, 2012 2:25 pm

This is a final beta test version of the fourth installment of dod_lennon, by lerfooled/hisey.

1/2/13 - **new file "dod_lennon_final11**
http://www.jaggon.mantheperiscope.com/s ... inal11.rar

If nothing else needs to be fixed, this will be the final version and will be renamed simply to "dod_lennon". If you like this version a lot please voice your opinion and perhaps we will play this version in league play instead of lennon_b2.

modifications/fixes:
-fixed some of the paper thin walls
-implemented lennon_b3 axis spawn to reduce bottleneck
-added "L" hall as alternate exit for axis
-changed alternate left exit in allies spawn
-changed alternate exit to lower tree in allies spawn
-switched the gates in allies spawn to prevent grenades from flying down ramp
-removed part of balcony at spiral stairs
-changed long cap area
-added a gate in the corner under allies first (towards long) to prevent hiding/camping
-fixed fps issues people had at underpass
-retextured

well
Image

uppertree
Image

lowertree
Image

allies first
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allies first
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allies spawn
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axis first
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axis first
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axis first
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axis spawn
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blueroom
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long
Image

long cap area
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spiral stairs
Image

**"L" hall added outside of axis spawn**
(this is not in the final version.. i had a lot of mixed reviews about this and i want your opinions on whether or not it should be included).
Image

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