Steam ID: STEAM_0:0:21855300 Joined: Wed Dec 06, 2017 12:55 am Posts: 1085 Location: Earth
Currently in the early stages of designing a jailbreak map, I plan on taking some of the best components from my favorite maps... I'm going to try to balance T/CT as well as I can... I think if Spy had hidden USP's in the cells, that would be a good example of a balanced map... Razor is a decently balanced map as well... but,
Steam ID: STEAM_0:0:11765093 Joined: Sun Mar 27, 2016 5:00 pm Posts: 1360 Location: Lurkin' Around
I'd love to see a map that has a lot of games similar to spy v spy. Also include a red light green light room where the cts could overlook the t's playing would be cool since I like red light green light. And it has to have a absolute beast disco lol
"Who I am is not important, my message is." - Revan
Name it jb_actual_razor and model it based on the shape of a razor
Been there, done that. No regrets, never give up on what's important. Prioritize. Happiness is all that matters. I really like meowers but can't own any for the time being.
Software Developer with a fondness for Python & UE4.🐱👤
Now, I've never made a map, but here is what I'd like to see. Just as the basic obvious things, don't make a razor clone like jt2k, vipinthemix, etc. We have more than we'll ever need. Oh, and make everything obvious as to what it is, like an obvious cell button, obvious games, etc. Basically, don't remake razor. It should be decently sized, meaning not small with only a couple rooms like razor and most of its clones, but not big and unexplorable like kittens or alcatraz. I think new jail summer is a good example of this, being neither so small that it is easy for T's to rush with high risk for freekills on CT side, nor so big that CT's can easily mow down any and all rebelling T's with little or no risk of freekills. There should be a lot of set games like colors, roulette, etc. and a lot of area to play creative games, like talent show, Simon says, etc. Spyvspy is a pretty good example, having lots of set games and areas to keep T's on watch for creative games. As for the secrets, some should be easy to find and access like vents, but most of them should be actually hidden, like secret guns, but not damn near fucking impossible to find, like canyondam's breakable floors in cells. Our classic Razor, in my opinion, has pretty good secrets in it, with a couple being obvious like vents, shower drains, and secret cell guns, but most being pretty well hidden, like the teleports, invisible buttons, and walls that you can crouch through. But this is all just what I would put in a map I made, feel free to use my ideas, or toss them out because they're complete garbage.
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Steam ID: STEAM_0:1:29867757 Joined: Sun May 26, 2013 11:26 pm Posts: 1354
Doldol wrote:
Name it jb_actual_razor and model it based on the shape of a razor
+1 to this, it has to be an actual electric razor though like the one below
My idea is, a three-ringed main area, for example, armory is one razor ring, main cells is another razor ring, and then the third razor ring is like, a pool or big cage area.
Then, there's a sprawling underground labyrinth of different games, teleports, secret tunnels, etc. for wardays, rebelling, hide and seek, etc.
This is the only was I'd ever, EVER, support another "electric razor" map.
"all tees all tees" -everyone
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Name it jb_actual_razor and model it based on the shape of a razor
electric
Wa, I actually missed that detail, nice catch, def do it like this.
Been there, done that. No regrets, never give up on what's important. Prioritize. Happiness is all that matters. I really like meowers but can't own any for the time being.
Software Developer with a fondness for Python & UE4.🐱👤
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