I have actually witnessed a sentry that could not be taken down. It was some payload map (each round is higher up on a mountain like structure) and there's this one spot on the second round where the track goes underwater under a fence and there's a pit there. Off to the left was a room that blue had one way into: under water. The sentry there was indestructible due to the short sight lines, the inability of a pyro to come at it (underwater hur hur), and the spy being unable to get behind it.
I could lengthen the room somewhat, but it wouldn't actually help, the sentry just has to be in the same relative position to the top side of the U (which is actually a small courtyard....not really a "path" it's just walkable)....hmm. I might be able to increase its size, though not by much, things are already pretty big as it is, and it's still right off red's spawn.... I have thought about a "low" road, but I'm not sure it will work. Actually, it might. I'll ponder how to make that one work right. It couldn't come up in the courtyard, as that just leaves things in the same position, but would have to come up through the floor inside that room. Architecturally there's no reason for there to be a basement there, but seeing as the map is kind of a "castle assault" I could have a sapper tunnel come up through the floor....it's just a very long tunnel, and would end at a sentry for the most part. The high road doesn't help either. A narrow drop-down would land the would be attacker in the middle of a hot zone. A wide one would merely mimic another point. Actually....that's an idea. Could I swap the two? The one I've been wanting as a hard-take optional has become somewhat of a quick nab, while the final point has been a zone of infinite contention. Hmm. Draco18s P.S. I think the main problem is that I'm trying to build a map into a pre-existing architectural structure, and having little control over the map's layout. It helps to have a design one can build on and work with, but at the same time it's a limitation. On Sun, Oct 11, 2009 at 7:31 AM, Kenneth B. Swisher <[email protected]> wrote: > I'm a firm believer that no sentry is indestructible. If the defending > team is applying teamwork by having members guard entrances in addition > to this SG, then the attacking teams needs to come up with a teamwork to > defeat them. Ubers oh demomen with stickies, and/or soldiers, often > make great weapons against sentry guns. Throw in some spies and > sappers, and you've got yourself a dead sentry and a newly-capped > command point. :) > > With that said, yes you always want more than one path to any critical > area, or to a large area just PRIOR to the critical area (with a large > connecting space from there).. but in any case, you've mentioned that > you have entrances on either side, in addition to the main entrance. > > If you're really looking for a way to add something, though, see if a > "take the low road" option is open to you (based on the design, etc). > Can you build a tunnel-route that comes up to a ladder or stairwell > within the space of the U? Or conversely, can you increase the > line-of-sight to the area where the Sentries would typically be? Allow > for persons to stand in a space out of range of the sentries, giving > soldiers and snipers the ability to work it down. Again, all dependant > on the surrounding structure. > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
