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I am a dolphin, do you want me on your body? ![]() |
Checkpoint timers or no, they ARE glitched. I've been to the various parts a full minute before that limit runs up, and nothing pops.
While it might deal with some of the cases of people yelling "GLITCH GLITCH", it most certainly doesn't deal with them all. Both of my problems with checkpoints were fixed when I turned the game off and then on again. I am not sure of the cause of this. I was speaking idiomatically. |
![]() 10 KILL STREAK What kind of toxic man-thing is happening now? |
Digging up a bit of an older thread, but the Variety Map Pack (featuring four new maps for 800 MSP) is now available on Live.
How ya doing, buddy? |
While I haven't had too much time to test these maps, most of them highly, HIGHLY, encourage camping. Way more so than even Wet Work, Crossfire, or Overgrown. It's kind of annoying really.
What's worse is that Creek is the worst map in the game. By a mile and a god damn half. It's worse than Bloc for God's sake. The only viable strategy in it is to get a good hiding spot (of which there are too many, considering the ample foilage), and wait for the enemy to get bored of hiding and move towards you. The map is broken from both a design and gameplay standpoint. There is zero redeeming qualities with it, it's absolutely fucking horrendous, and almost singlehandedly makes you annoyed at spending the 10 for the additional content. Thankfully Chinatown is pretty good, and Broadcast is pretty solid. None of these are good enough to be the best maps, like Crash or Countdown or something, so it's a shame that they merely range from abysmal to mediocre. What, you don't want my bikini-clad body? |
Having had a good amount of play-through of these last night, I figure I'll offer up my own thoughts, which aren't such as whiny as Skills's.
Creek: The obvious comparison is Overgrown, but only because it features a lot of growth, which makes it harder to spot people. There is the potential for camping, but those of us who don't sit and hide (unlike Skills) were quite able to sneak around and take mother-fuckers out. Overall I liked it. Broadcast: At first I wasn't sure about this map, the first game I played was bloody confusing. Once I worked out the layout I started having a bit more fun with it. The outside element is larger than you might think at first and can add an interesting dynamic to the fight if one team takes up position out there. Reminds me, to an extent of Vacant, but yeah, another decent map. Killhouse: Only played this a little in a private match, but it could be good fun. It's bigger than Shipment and more like the cargo deck of Wet Works, but good opportunities for sneak between things. Would have to play a little more with it to get a proper feel. Chinatown: A remake of the old Carentan map from CoD2, this is easily the best map in the pack. There's a lot of scope for moving around, and no obvious choke points. Definitely a great inclusion. One thing I will say, with all of these maps, it felt like there was more focus on vertical play in the maps, with more variation in heights available. Perhaps it's just a perception thing, but it felt that way. As it's only four maps, with only three featuring in the Variety Pack Team Deathmatch list, we did go back to playing the standard maps for a while for a little more variety (oh the irony hey). It'll be good when these new maps find their way into the standard playlists though for sure. Jam it back in, in the dark. |