de_inferno_td

OG buckshot jr

TD Admin
Yup, it's goin down. It's time to turn that map into a truly even map, and one that works a wee bit better with 32-players.

Please drop any *good* (by good I mean, don't be outrageous suggestions like adding tunnels, as I want to keep most of the essence of this map alive) suggestions here.

Example: crows nest atop of T-mid exit like old school lol (debating).

Thanks all!

PROJECT STARTS TONIGHT!
 

Steve

TD Admin | Bacon
Okay, A - to make it more balanced I would say open up another way from T spawn to A. You could do something with that ledge/gate spot that is already in the corner of A site, and runs above banana. - I.e. kinda make it like A on contra, that there is a upper a and lower A.

B - something that could be done to balance apartment rushing/defending is put some sort of divide in between the two sides of CT's B mid, so that apartment rushers dont have to rush out and get shot from both sides at once when rushing out of apartments to B.
 

OG buckshot jr

TD Admin
Excellent ideas! I've already started to design the extra path to A using that gate, and have opened that pathway up, but with a little more blockage (trying to create an even flow, almost like b-tunnels on lost temple = little bit of cover, but not too easy).

Big ups! Keep 'em coming!
 

iSeize

TD Admin
Steve nailed it i think, only thing i would have suggested is an improved Banana or some other route to A. just make sure Ts arent too well covered when they choose this route. Just like Contra, a quick CT can get to mid to watch the Ts leaving spawn towards upper A. so CTs can call it out when they see the Ts running in that direction from a distance. otherwise the CTs would have no idea they are even going A until it is too late, gnomesayin?

One request is to avoid the use of ladders. the big valve maps that everyone loves seem to only use ladders in the bare minimal amount.
 

Pyro

TD Admin
yo man, blow a hole in the back wall of B. not a full path but some way to just run in there. it would make holding B as a ct far more challenging.
 

OG buckshot jr

TD Admin
Pyro - elaborate: which wall @ B? The wall facing middle? Or the wall facing apartments, or ct spawn? Lemme know brother, we can always try shit.

Some things I really want to avoid:
- making middle even MORE dangerous for T's (as ct's can sit even further back and snipe/shoot
- while expanding and adding a quick route to A, not allowing CT's to get there too early and stack two choke points now instead of one. I'm trying very hard to design around this.
 

OG buckshot jr

TD Admin
Quick update - it's looking nice so far! I've completed the 2nd passage to A using that gate, and a small entrance by haystack before you get to mid as a T. The haystack has been moved back toward the wall, so no more camping behind it (it was absolutely necessary to create an entrance before the stairs, as it's incredibly odd to have an entrance to something mid-stairs).

I'm alllllmost done this section completely (textures yadda yadda), and will move on to B and other suggestions.... which brings me to my point. Let's elaborate on what we want with B, as a group so we all like the changes. Help me out with the idea so I know what to do :D
 

DatGuy

TD Member
for B,

Have a bottom floor of the apartments with an exit that comes out under the balcony. Place some cover near the exit so people can't easily camp it. There could also be another exit into B which comes out near the truck.

this adds more avenues they have to watch while not drastically changing the map
 

iSeize

TD Admin
Fix that fenced in area across the road from the site in B...its kinda OP/broken because your gun can stick through the wall when you're sitting on the steps but also really really good hiding spot.
 

$alvador

TD Member
penis-shaped cactii everywhere. stairs to the ct apartments balcony so the Ts don't have to do that retarded-ass cart frame to balcony corner jump to get in.
 

Pyro

TD Admin
the hole in the wall thing would be the wall facing mid. the trick would be making it hard for cts to camp it. instead, maybe make an L-shape path from the mid (around the concrete bench) through to the CT spawn somewhere? i mean really the map just needs a 4th main choke point. stock inferno has banana, mid, and apartment door. most good maps have 4 or 5 chokes so a big rushing force can stand a good chance at overpowering the defenders. is your path at A accessible to the Ts without having to face snipers at the far end of banana? because if not, the 3 choke point problem is still there (a hole in the B bomb site wall won't fix this either). if your path IS accessible without potentially getting ass fucked from banana, then the map might already be balanced...
 

OG buckshot jr

TD Admin
iSeize - elaborate - make the wall facing b-site thicker so no gun shows through?

@ sal - lolol .44 and I have already been conspiring to replace the fountain in T-spawn with a funny-ass model, for the lols

@ pyro - Ya I don't wanna open that wall up cause then it'll be TOO easy for ct's to camp-snipe T's in mid. However, your idea about opening up an L-shape path is amazing. Remove concrete bench, open that wall up to go straight about 10 paces, then 90 degrees right to go back to mid (not to spawn cause ct's will rush it too quick, I'm trying to maintain timings). in that corner where ct's camp.

As for 2nd route to A-site, it's pretty much the same level as current path, but on the other side of that wall (on the left if you're a rushing T) to the gate, which is now opened up a tad. It'll at least give 2 direct routes for T's to banana. And yes, it's pretty decently covered from snipers.

DAS GOOT? FEEDBACK on Datguy's suggestion??? It sounds amazing and I want to do it.
 

iSeize

TD Admin
i dont mind hopping on the cart its more fun than stairs

@ bj i think it could just be reworked. turn it into a wooden balcony or something with a bale of hay to use for cover instead of the stone wall. it just shouldn't provide as much cover as it does,
but if im wrong just say so.

@ Datguy: YEAH! let the exit be where the small roof to the right is, a bit east of the lower apartments exit.

CTs camp that spot a lot so it'll still be difficult to push through, but at the same time they wont be able to just sit and watch Mid like hawks.
 

OG buckshot jr

TD Admin
100%, I'm gonna start that part tomorrow for sure. I've already done the A-route. But I reeeeeally like iseize's idea for mid, might squeeze that in.
 

Pyro

TD Admin
we really wont know if it works until we get to test it. just remember to save "phases" of your map so if it turns out that the apartment part sucks or any part sucks, you can just roll it back. the extra path at banana alone should make it more balanced.
 
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