Milieu Revising

Paradox

2010-04-27 01:09:01

Poll submitted for Valar

Valar is thinking of revising Milieu, moving the spawns around and changing the weapons. This is not a new layout design.

Vote whether you would like to see this done

Thanks

chickenmobile

2010-04-27 18:52:58

I really think that milieu is awesome as it is.
If its for competition reasons go ahead, but most servers already have the last released version and probably will stick to it.

phantom

2010-04-27 19:22:52

Not to be a dick or anything but from countless amounts of scrims that i've done not once have i played milieu or has anyone even requested this map, and nobody uses' it as their home map in cu aside from that ONE team. You shouldn't really worry about it unless you love changing around maps which obv you do. What you should do is revise dm_warlock that map was amazing but needed a few tweaks to be perfect.

[EYE] Valar

2010-04-27 19:54:55

phantom wrote:unless you love changing around maps which obv you do.
i'd actually rather move on. however i've been getting feedbacks on few issues in Milieu concerning weps and spawns so i figured a revision might be called for.

what are your suggestions for Warlock?

phantom

2010-04-27 20:04:04

i'd have to go back and look at it last time i remember playing it was draft night

Jelly Fox

2010-04-27 21:04:58

[EYE] Valar wrote:what are your suggestions for Warlock?
Could you remove the teleport? pleaseandthanks

[EYE] Valar

2010-04-27 21:15:31

where the teleport is now there used to be a doorway if you remember jell. it caused a nasty frames drop so i was looking for ways to workaround it. At the time Me and PoorBilly were discussing the map and looking for ways to improve on it. this is how the teleport came to be.
i can look for other ways but i'd like to know what is the problem with the tele. pls explain good sir.

CellarDweller

2010-04-27 22:17:59

back on topic to mil...

yes, i would like to see either the weaps or the spawns tinkered with. maybe its just my dumb luck, but i seem to spawn repeatedly at the crossbow next to the supercharger. if i die 30 times in a scrim, it seems like 10 or 12 are spawn deaths in that area (sometimes from the same fucking orb!). yea yea, i know... don't rush back into the match. :mrgreen:

[EYE] Valar

2010-04-28 00:04:00

specific suggestions Cellar pls.

CellarDweller

2010-04-28 03:33:23

ahhhhh, i was under the impression you already had suggestions and ideas for change.

okay, from the crossbow near the supercharger there are 6 spawns where a player can just stay in one position and cover all six spawns. that seems like an above average opportunity for a spawnkill. from that same position, w/o moving, the person can cover all 3 choke points into that area (whorbhouse hall, wagonyard, undercharger).

i don't know the solution, but thats a very powerful position on the map to hold. the position can be broken with time and coordination (waiting for orbs back in S-hall and smg nades back in courtyard).

some of those 6 spawnpoints should be eliminated or moved. where? i dont really know. there are only 2 spawns in the wagon area (mag and by the hemp bails). one in the ledge mag area (mid ledge), 2 in the loft, none by the curving half-wall, none by rpg, cave, bridge (i suicided 40 times anyway and never spawned back there), none in the courtyard, 2 in the S-hall.

weapon movement? i dunno bout that. maybe swap one orb from the whorbhouse with the smg nade near the landbridge and the other orb from whorbhouse with the smg nade near the wagonyard hemp bails? that might make orb gathering a little riskier and promote more movement out of that crossbow area.

The Argumentalizer

2010-04-28 03:43:34

Open up the Crossbow room upstairs to the roof above the Wagon.
That would help challenge domination of that entire side of the map.

Also, go back to a speed ladder up out of the rpg. Two guys dominating the Orb/Charger area can get there in seconds and RPG is a sitting duck.

That would make for a less dominant control map.

Maybe the Hall from AR2 to the open rpg area should curve, to allow sneaking closer in there.
That would still allow orbs and bank shots out there from inside but not so treacherous.

Just some thoughts.

Sacrifist

2010-04-28 07:25:16

The only thing Ive complained about while playing on this map is the spawns. I personally think there are a few that are in bad spots. Pretty sure there is one in the corner crossbow room near the super charger that shouldnt be there because of the high traffic. There was one or two more that I thought were iffy as well.

CellarDweller

2010-04-28 16:58:34

Sacrifist wrote:The only thing Ive complained about while playing on this map is the spawns. I personally think there are a few that are in bad spots. Pretty sure there is one in the corner crossbow room near the super charger that shouldnt be there because of the high traffic. There was one or two more that I thought were iffy as well.
there are 6

[EYE] Valar

2010-04-28 19:31:04

CellarDweller wrote: weapon movement? i dunno bout that. maybe swap one orb from the whorbhouse with the smg nade near the landbridge.
you mean place an Orb next to the RPG underneath it?

badinfluence

2010-04-28 21:39:38

Ahh, like they were saying, if someone is at the super charger, they can easily jump through the tele while someone is getting the rpg. They already have 200 suit so it'll be hard to kill them. If you could put a delay on the tele (possible?), like in biohazard, it'd probably help a lot.

[EYE] Valar

2010-04-29 00:51:48

Warlock thread bumped...let's leave this thread for Milieu and continue the Warlock discussion there.

CellarDweller

2010-04-29 03:20:25

ok, here are the truoblesome spawns as far as im concerned:

Image
Image

and i suggested removing the 2 orbs in the whorbhouse and swapping them separately... one here:
Image

and one here:
Image

[EYE] Valar

2010-04-29 17:34:06

i've done it a bit different than in your first screen. ive placed the orb on the higher platform above the hay bale. so it doesn't stick to your hitbox, you actually need to go and grab it. its in a small niche in the wall. head height.

The Argumentalizer

2010-04-29 23:56:20

6 spawns within a few strafes of AR2, 2 orbs, 2 shotties, a supercharger, mag, and a bow...

One whole side of the map seems unneeded.
I guess i voted incorrectly.

Jelly Fox

2010-04-30 22:27:14

[EYE] Valar wrote:where the teleport is now there used to be a doorway if you remember jell. it caused a nasty frames drop so i was looking for ways to workaround it. At the time Me and PoorBilly were discussing the map and looking for ways to improve on it. this is how the teleport came to be.
i can look for other ways but i'd like to know what is the problem with the tele. pls explain good sir.
I'll talk to you about this ingame :wink: