where do you get quary_cz? is it also made by narby?
Narby Releases de_quarry
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Edited by [user="208356"] @ [time="1085381779"]
WoW quick update Narby!!!
I've played both maps on our server(66.150.160.176:27015) with a dozen or more players...it's tough for the CT's
I'd like to see the door/doors in one or both of the sniper towers in the A area open to a connecting corridor elevated over B area.Some windows where the yellow Area B signs are.In freelook it looks like all the possible doors and hallways would connect A and B well.
The updates help with alot of the issues except one.When the CT's arrive at B the T's have all kinds of windows,doorways and even a rollup door to shoot from on their side.The CT's might as well line up against the wall and be offered a blindfold and a cigarette,for the amount of cover on their side.The CT's need a similar layout on their side to make the bombsite balanced.
the map looks great,the updates are all good,but please keep on balancing the map,it looks too good to be a terrorist friendly map.Comment
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i like the update...
changes:
--extra door in CT spawn (allows CT's to get to B about 7 seconds faster)
--T spawns pushed back some
--boxes added under sniper loft by CT spawn (can jump down w/ out taking damage)
--fixed a few areas where people got stuck in cracks
--can no longer craw under the trucks
--the crossbars along the wall of a room by B site can't be climbed anymore
--a heating duct is added that goes from the middle of B site to the T's entrance into A site
This is all i have noticed thus far... my only gripe now is that the heating duct is very windy and since you have to crawl through it, it takes the same amount of time to reach b-site from that area whether you use the duct or not (about 20 seconds to get from The doorway by A to bombsite B)
All in all very great update good to see narby listens to the community.
Can't wait to play Aztec2!!!!Comment
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Edited by [user="229292"] @ [time="1085410898"]
sup narby, any map maker is a friend of mine cause i know it can be a pain in the ass....i haven't even played the map in pub yet, but just from running around for about an hour it looks really sweet, however i do have 2 suggestions, on the t's route to A there's a really 133t battle field out in the open with roofs/catwalks/boxes etc, if your a T and you go to the far left you can sneak around the back on the buildings and almost avoid the whole battle, i think that back path should be filled in so that it forces head on collisions between the clans, the 2nd is that in that same area each team has a ladder with gives access to a 2nd level, the cts have a cool catwalk that could be usefull, while the t's only have an opening at the top, i think if it's only an opening it will never ever get used in matchplay, t's prolly wouldnt even bother going up the ladder because it has no advantage, so that could possibly be taken out, or even possibly lead to an addition catwalk, or something even cooler, mebe a way to access the t roofs, that way you could follow those huge pipes over and then strafe jump onto the cts catwalk, really mix up the possibilities, idk....also i really like maps that offer a lot of cool possibilities to clans that really explore the maps, so please keep all the roofs accessible like they are cause it makes it much more fun :) even though some take more then 5 person boosts, it's still neatoComment
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this fine site has yet to update the link for the update, so in the mean time, here is the updated version of quarry:
quarry v.2Comment
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Narby,
Here is an update to what I had posted earlier in response to your recent version 2 update:
- B site: Tractor Model >> As useless as this may sound, it's very easy to get stuck in the trough and the pulley of the tractor on the front side of it (facing the garage door). Simply jump up onto the "digger" portion (trough) and move forward or jump up and forward (to attempt to get on the "hood") and you'll find you're easily stuck inside the area between the trough and the chassis. And, it's more like a "molasses" feel. You can get out moving left to right.
- B site: New stairs leading into tractor room>> second stair from the top somehow kicks you up "two steps" and gives you a bit of an upward bump, at least for me it did and a few others. Perhaps larger and fewer steps. Because honestly, these guys and gals working there should be wearing construction boots, etc... not stilts and heels.
- Area B: Lounge room >> Not sure if you intended to fix this or not in version 2, but you seemed to have had a pre-notion of what may have been the problem... the billboard is still able to be "hit" from underneath and either side. Also, put back in the money sucking vending machines! I want a soda! (penalize those ADHD campers).
- Site A: Water Tower >> As stated above and previously, the "concrete" base of the water tower is still an issue what with the nades disappearing underneath it if thrown "properly". Just a recap as this was stated before and I'm sure you're aware of it.
- Area A (Long): CT side approach into long, first wall on right hand side if looking at the "left" side of the truck facing you >> There's an erroneous "wall" with the invisible func on it and then if you hit it, move down to "level ground" on your left, and move forward two character lengths, and to the right, you can get "behind it" and try to get behind the building which you have a "meaningful" func_invisible wall there (which is good). It's not so much an issue, but it may create an unnecessary hang up, especially for nades and player movement. Check it out. It should be directly behind the "rear" of the truck (facing the wall itself).
- Area A: Long >> T side approach >> "sniper nest" lacks boxes underneath it in contrast to the newly redone "sniper nest" in A site (CT spawn). Not sure if this was intended or not, or maybe it's a "slap in the face" for the terrorists for being so tree-huggish... but it does render a forced handicap on T side if there was a call for a rush forward on a rotation, etc.
- T spawn: A/B crossroads (T approach) >> The dump truck here is definitely tweaked for walking behind it and not getting caught up on it, but as stated earlier by others (I believe), the truck itself is still a few units off the ground. Not gameplay affecting but still detracts value from the overall "luster" of the map, which is definitely shaping up quite nice!
General: Possible to have the "Flammable" (red) barrels interactive? i.e. shooting/nading will puncture them and cause them to explode? Maybe it could be instantly random? As in, maybe one time if you shoot it, it will explode first shot... or maybe one nade, etc. but on the next go around, it may take a few bullets? Or maybe it could be done by density and have it's own "health" so that when it reaches 0 (pistols do maybe 5.00 dmg, etc.) it will explode? Just a thought... may add some drama to the map, flush out T campers locking down the plant, or vice versa for T's coming around thru vents and going ramp to B again to "tailgate" the CT's awaiting a defuse, etc.?
Great job and, yes, thank you for being such an interactive member of the community!
- GregComment
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Edited by [user="243601"] @ [time="1085781860"]
My server will be running this map on Friday, May 28th from about 9pmEST to 12amEST. It is the map we are playing on our public server then for what we call "[FORD] Fun Friday" where we pick a non-standard CS map and play it for about 3 hours. Just so happens that we chose the updated version of de_quarry (v2.0) as this Fridays map :-)
Server IP is 216.169.164.120:27015
Come try it out for awhile if you have not played it much yet or if you have played it only against a few players. We will be a full server (22/22) from 9pmEST on Friday evening. It really is a nice map and that is why we are playing it like this.
PS....luftwaffle is an original [FORD] member.Comment
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