22-09-2014, 06:32 PM
I would love to have the main entrance build because apparently we aren't that smart.
![[Image: 4619468.png]](http://et.trackbase.net/tools/sig/sig-1/4619468.png)
![[Image: 2r5gv21.gif]](http://i62.tinypic.com/2r5gv21.gif)
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Jaymod Ideas and suggestions
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22-09-2014, 06:32 PM
I would love to have the main entrance build because apparently we aren't that smart.
![]() ![]()
Or just add there anty wj trigger until tank don't pass the gate. I agree with djuki. In most cases axis just go fragging although it's not weird. But dont weak allies too much, do this map is rly hard already ^^
22-09-2014, 07:39 PM
(22-09-2014, 07:23 PM)Ma$teR(Y) Wrote: Or just add there anty wj trigger until tank don't pass the gate. There is already an anti walljump trigger. But still Allies can get past that fence through the door with a covert ops. (22-09-2014, 06:32 PM)djuki Wrote: I would love to have the main entrance build because apparently we aren't that smart. I agree lol Even a text hint wouldn't help much I guess.
25-09-2014, 06:18 PM
Sorry for double post and sorry for bothering you guys with this annoying topic yet again..
![]() After playing Venice for a while, also against strong Axis teams I started to think about possible changes regarding the sk areas. Maybe we should expand the areas a bit to make it easier for Allies to exit the spawnbuilding. For instance, expand the sk area here up to the bridge? Or even include the whole bridge? I think the second would be a bit too much (click on it to make it bigger)Also the other spawn exit, maybe expand it this way? (click on it to make it bigger)Then we should also expand the SK area for Axis perhaps? (click on it to make it bigger)That's just my opinion. Maybe you guys don't think we need these changes? Share your opinions
25-09-2014, 10:44 PM
i think the last screen is a bit ridiculous :x
i dont think it needs to go that far
25-09-2014, 10:46 PM
I think its a bit much.
I think is good to have the noSK zone behind teh gate that has been blown. Bottom of the stairs is green zone for HW imo. There are enough possibilities to get out of spawn and adjust the situation. ![]() ![]()
26-09-2014, 11:56 AM
@storch pics , i agree about Allied sk areas ,
uhm...but not really sure about the axis one maybe its too much ... since they have another door ahead where they can exit near boat barrier one
Regards,
-TWC|Axel|GEN ![]() ![]() ![]() ![]() ![]() Made by Chunk/.FD#iSuck.
I agree with you guys about my suggestion for the sk area of Axis, not really necessary.
So we should only expand the Allied sk area. It's simply a little help for Allies for the case that the Axis team is very strong. Maybe just a little adjustment for the second picture. I think it's pretty hard to avoid using heavy weapons on that nose-piece, so the SK area should only be inside the building. Like this: ![]() So if no one has any objections I would like to ask somebody to edit the rules topic once again and inform our guests about these changes
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