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Complete Airlock III

Discussion in 'Map Submissions' started by Miskey, Aug 19, 2020.

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  1. Miskey

    Miskey Leader of Annihilation | Former Media Manager

    Joined:
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    Miskey#5326
    upload_2020-8-19_22-13-2.png
    Map Name: Airlock III
    Map ID: 70907
    Style: Futuristic
    Creator(s): Miskey
    Time of Day: Midnight
    Configured (yes/no): Yes
    Number of Caps: 3
    -Added top entrances to flag
    -Added sponges outside of flag/around spawn to promote use of the top part of the map
    -Removal of fountain opposite from spawn
    -New/better barriers in high traffic areas
    -Improved bottom entrances to flagroom
    -Improved mid (Sponges, less clutter, etc)
    -Mid bridges widened
    -Opened up the old stalemate spot near spawn
    upload_2020-8-19_22-17-48.png
    upload_2020-8-19_22-19-36.png
    upload_2020-8-19_22-20-4.png
    upload_2020-8-19_22-20-45.png
    upload_2020-8-19_22-21-11.png
     

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    #1 Miskey, Aug 19, 2020
    Last edited: Aug 19, 2020
  2. Galzac

    Galzac Well-Known Member

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    solid
     
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  3. Trenny

    Trenny Member

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    Been on build and gave suggestions and saw the things you changed on this airlock on the server. Imo this is the best airlock version I’ve seen and I think it’s gonna be good for gameplay. Removing an annoying stalemate spot helps, and it will probably allow non bulky classes to be even more viable. I like the new entrances that can be used to egress easily from the flag room too. You also allowed archer to be more viable than before. Overall solid rework.
     
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  4. Bananaman314

    Bananaman314 Active Member

    Joined:
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    41
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    I have found myself many a time scouring the great depths of the Construction Cyberspace Dimension and therein took note of each and every detail—from the minutiae to the most foundation-shaking revelations—that were deliberated upon and synthesized so as to refine and beautify that which we know dearly as "Airlock" on our most beloved server. If I may be so bold as to provide my unsolicited opinion, this rendition of Airlock far surpasses its previous iterations; dare I say it is going to be quite the boon for mechanics-oriented gaming. To be precise, quite advantageous is the purposeful omission of a location indicated primarily by its contribution to rather cumbersome halts in match progression; furthermore, it is most likely to bolster a positive shift in the applicability of classes noted for their lackluster defensive statistics. Details that strike my fancy also include the annexation of novel avenues of entry which, in a stunning feat of versatility, allow for even more facile means of emergence from the enclosure in which the sacred flag is most zealously coveted. Yet another stroke of genius is your capacity to grant even more feasibility to the application of the oft-maligned archer class than previously noted by esteemed professionals. Overall solid rework.
     
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