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 Post subject: Higher Sky Limit
PostPosted: 22 Feb 2013 15:44 
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Crunchy Nut
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Joined: 11 Dec 2012 19:52
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Anyone else think that a higher sky limit is a good idea?
eg. after you leave the spawn room, you hit the sky limit if you rocket jump/sticky jump.
It would make getting to point 2 after the round starts a lot easier, as would it make jumping from roof to roof.
Maybe we could even open up the areas over garage and over point 2?
Just a suggestion, as always


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 Post subject: Re: Higher Sky Limit
PostPosted: 22 Feb 2013 16:10 
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Whole Nut

Joined: 03 Sep 2010 20:05
Posts: 678
Nah, this map was fixed by Cel and Giloh to stop the spam coming over the rooftops.

We could however add a marked spot near spawn for Dazman and slippers:P

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 Post subject: Re: Higher Sky Limit
PostPosted: 22 Feb 2013 17:02 
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Crunchy Nut
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Quote:
We could however add a marked spot near spawn for Dazman and slippers:P
lol


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 Post subject: Re: Higher Sky Limit
PostPosted: 22 Feb 2013 17:20 
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(>Nutter<)
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Going from roof to roof is pretty easy. The low sky ceiling at spawn is kind of infuriating, but you get used to it.

I thought lazytown_g was about vismaps and symmetry I think lazytown_f already had stopped spam over rooftops.
The map on fragmasters doesn't, though ;-)

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 Post subject: Re: Higher Sky Limit
PostPosted: 22 Feb 2013 17:34 
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Location: Leeuwarden, Netherlands
Lazytown_f did not stop the nade spam over the roof :)

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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 03:49 
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Whole Nut

Joined: 03 Sep 2010 20:05
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From what was said above,does anyone have any other comments or ideas for additions or changes to the map?

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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 03:53 
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Whole Nut
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Location: Leeds
You can't improve on perfection! :) It's impossible to mod the map more without radically changing it.

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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 07:17 
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(>Nutter<)
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Quote:
From what was said above,does anyone have any other comments or ideas for additions or changes to the map?
After Dazman got his cow on a chimney I've started thinking about having some sort of secret passage at the window of the building on point 3 (see pic)
Attachment:
whatisawindow.jpg
That would lead me to this -> link :D


You do not have the required permissions to view the files attached to this post.

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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 08:40 
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(>Nutter<)
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Location: Leeuwarden, Netherlands
I wasn't even aware that Dazman wanted a cow on a chimney! I just put it there for shits and giggles. If I knew Dazman wanted it, I wouldn't have done it!

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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 09:22 
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(>Nutter<)
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It is too late for that now.
I demand bouncing pixel titties :!:

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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 12:26 
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(>Nutter<)
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Location: Txting in spawn til we lose the cap.
Leave the lazy cow out of this :twisted:

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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 13:00 
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Crunchy Nut
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Quote:
After Dazman got his cow on a chimney I've started thinking about having some sort of secret passage at the window of the building on point 3 (see pic)
I think I can agree with Itzkin here,
but maybe we could just make it possible to jump on top of the area next to it?
Like we were doing yesterday with noclip :)
However it would require some fixing for it not to look completely weird with the leaks in the map and cut off outer area etc.


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 Post subject: Re: Higher Sky Limit
PostPosted: 23 Feb 2013 23:34 
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(>Nutter<)
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Location: Leeuwarden, Netherlands
I really think the general consensus is that the current map is as good as it gets.

A long long time ago, in a galaxy not that far away. Some brave heroes attempted to recreate and alter lazytown_f in simple and not-so simple ways.
Although rather successful, the good citizens of Townlazia rejected their efforts, saying it just wasn't lazytown and the mood just didn't feel the same.

The end.

Moral of the story: Don't change what isn't broken.

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There is always a Torn in garage.

If you say "plz" because it is shorter than please, then I'll say "no" because it is shorter than yes.


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 Post subject: Re: Higher Sky Limit
PostPosted: 24 Feb 2013 00:18 
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Joined: 01 Nov 2008 18:09
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Or, if it's a little broken learn to live with it, cause it's brilliant anyway!


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 Post subject: Re: Higher Sky Limit
PostPosted: 24 Feb 2013 07:39 
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(>Nutter<)
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Lego, you should search around the forums. You should be able to find some of the maps Celestial is talking about.

I think making other roofs accessible will ruin the balance of the map as soldier is already the best class as it is. :D

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