Revenenge on Capricon - tactics, thoughts? [Merged]
is this post for real or trolling? glad we have facepalm emote ingame now for this people
Black Gate
Ruthless Legend
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So right off the bat, the match starts or you re-spawn, if you so much as to think about skipping off the platform, instant fall damage. Now Yes, if you simply just walk off the spawn points platform, no damage is done and you go about your merry way, But there got to be a way, in fact i know there is, where if you could just take that fall damage off in that one particular spot. As a thief, a Daredevil to be exact, i use my speed/dodge very very often, and to get to these points as quickly as possibly, the second that gate opens i dash off spawn and head to my home, far, ect. However with even dodging off the platform to gain my speed buff, it even hinders. I love the map, i love the mechanic, however that fall damage puts me into a “In combat” state, putting a cooldown on my weapon swap, making me run a % slower, ect when i havent even seen an enemy. Look i get it, we all fight with gravity on a day to day basis, but darn it guys I DONT WANNA GET IN COMBAT WITH THE DERN GROUND.
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Just my little complaint on the topic, this may have been posted alread or addressed elsewhere in the forums, in which case go ahead and delete this, but if it hasnt, with a few more supporters, my little baby complaint could potentially get fixed. Like i said, this is my only complaint, and its more of an annoyance than anything else. Just for my class in particular i wanna get home, and far ASAP and that 5-10 seconds (not accurate time, just guesstamiting) of combat the fall damage provides really slows me down a fair bit more than i’d like it to.
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IF this is a quick fix, and can be done easily and effortlessly, please do so, you’ll please me, and though i cannot speak for everyone, my guild mates have also complained. I’m aware that you guys have much more important things on your hand, but like… just get the new guy Travis to fix it. (i dont know if you have a new guy, but if you did, i bet his name would be Travis…. theres always a Travis.)
Please and thank you, maybe
~~~~~~~~~~~~~~~~~~~~~~~~~~~TL:DR~~~~~~~~~~~~~~~~~~~~~~~~~~~
TL;DR = The new pvp map has annoying fall damage right out of spawn, which slows you down. Can it be fixed, or altered please?
I know this won’t happen, but I’d love to have a small pool of water (jumping out the gates into water was my favourite part of the old map)?
Oh I agree with this, the platform could just be lowered next time they change the map.
Could I also request that the gate be moved to point more toward the mid node?
Like every match people just insta run to their home node before they realise they run to the wrong one xD
Oh I agree with this, the platform could just be lowered next time they change the map.
Could I also request that the gate be moved to point more toward the mid node?
Like every match people just insta run to their home node before they realise they run to the wrong one xD
Omgosh…. THIS ^ bahahahaha this is soooo me xD
I don’t know about other players, but I’m sick and tired of having 3/4 of the team vote for Capricorn, and then the match selector picks one of the outlier maps like Niflheim or Foefire again. It’s frustrating when you only have a limited amount of time to play PvP each night, and then half (or more) of your matches end up being the same boring old maps when you’re trying to work on the new achievements.
Is it possible to move Capricorn temporarily into its own category like Stronghold so players who want to focus on the new map can do so? Or change the achievements so that we can get them in Custom Arenas? It’s really annoying to have to waste your time playing the old maps when that’s not what you’re here for. (Imagine if you were playing dungeons or Fractals and the path or scale you were going to play gets put to a random vote.)
yes, please.
my desertion stacks are building up.
6 matches in a row tonight. Failed to get Capricorn all 6 times despite at least 6 out of 10 (often as high as 8 ) players voting for Capricorn each time. A whole night’s playtime wasted. Please do something about this, ANet.
Oh yes please, put capricorn to another queue!
Because I don’t want to play that stupid map again! I want to play unranked arena, not “test my poorly designed stupid map for me” arena!
+1
I was hyped and ready to finish off my night couple days ago by playing the Capricorn map… only to be met with Legacy of Foefire when the majority had voted for Capricorn.
I would like to play this new map but unfortunately it’s a big waste of time if the other maps get chosen… sigh.
Having played the new map, I’ve got some suggestions and feedback regarding the map and gameplay.
Map layout suggestions
1) On the red side of the map, there is this small wall, which is not present on the blue side. This actually affects the starting skills of the red team if for instance they’re using the sneak gyro, which cannot go down the wall. It therefore has to run around down the ramp, which results in it spending too long away from the player and losing them the stealth. The blue side is just a smooth ramp, so they don’t suffer from this problem. A suggestion would be to turn this into a smooth ramp to even out both sides.
See link for picture of place: http://imgur.com/h1ZAwzF
2) Blue side 2nd exit to the south of the map, is pretty redundant in its current state. It takes the same amount of time to run down than using the main exit and puts you in a position that worse for navigating around than the main exit. The red team has a far superior second exit that can drop you behind tall cover that can hide your approach to the dock, where the blue side has no reliable cover down to the bazaar. My suggestion would be to create a similar setup to the other side, but of market stalls instead of buildings.
See link for picture of place: http://imgur.com/FkgMql3
3) Also on the blue side is this a rather tall ship building that if you go over the top, actually gives you fall damage and slows your moving path. Once again, the red side doesn’t have anything to this degree, so my suggestion would be to lower the height of this building, or remove the circular type decoration at the top of the ship in order to prevent fall damage from being taken here.
See link for picture of place: http://imgur.com/IG44y6L
4) The position of the red waypoint activately favours the main exit over the 2nd exit. At the start of the match, you are hard pressed to reach the 2nd exit in time to leave the starting area when the gate opens. This is hampered more so, by the building in the middle of the red starting area. My suggestion here would be to move the waypoint to a more central location between the two gates.
See link for picture of place: http://imgur.com/btwfsQ2
5) In the blue starting area the building obscures the location of the 2nd gate and requires you to navigate around it significantly in order to exit. My suggestion would be to move the building over to provide a clearly line of sight and to move the waypoint to a more central position.
See link for picture of place: http://imgur.com/YvmtFAL
Map mechanic
The currently map mechanic favours those teams that are continually able to hold the 4th conquest area, but in sometimes a negative manner. An example would help clarify my meaning:
Red team captures 1st = 25p (25p cumulative)
Red team captures 2nd = 50p (75p cumulative)
Red team captures 3rd = 75p (150p cumulative)
Red team captures 4th = 100p (250p cumulative)
Now say that after red had captured 2, and blue got the 3rd, it would be:
Red cumulative of 75p
Blue cumulative 25p.
This means, that unless you are able to cap the point on the 2nd time after the enemy team has got it, the points you gain from it is not signicantly viable to help you recover the points you lost before.
My suggestion is to have both teams progress their points at the same time. That way each time the point comes up, they’re fighting on an equal footing.
Example, blue gets the 1st and 2nd, red gets the 3rd:
Blue would get a cumulative total of 75p
Red would get a cumulative total of 75p.
This way, it actively promotes both teams to want to ring the bell and be awarded the points each time.
If I have any more feedback, I’ll post it here and feel free to comment on my suggestions.
I had a new idea. So apparently Ranked is open again, but any matches are actually Unranked instead of Ranked, right? How about we change it so that Ranked matches will all be Capricorn (or Unranked is all Capricorn, either or)? That allows players who want to play only Capricorn to pick a queue that’s just for them, and players who dislike Capricorn or prefer to play the old maps to stick with them. This might be easier code-wise than creating an entirely separate category for Capricorn.
Either/or, +1 for me.
You either get people angry at being forced into the same map over and over again, because majority wants to grind their achievements (which are there for limited time, and once again, we have no clue how long), or you get people with limited time wanting to grind their achievement but not willing to waste precious time forced into an old map 1 person voted for.
Both leads to quitting, both leads to frustration, and if it comes down to that, 10 people leave with a kittenty experience. Ergo, bad idea all around.
The good:
1) color scheme
The indifferent:
1) cannon thing a bit clunky, feels like playing machine craps in a casino “push the button”/ “ring the bell”. I was actually excited when I first saw the map cause it looked like there were 4 separate points…which would require more rotation and you would have to split up to cover more ground. Sadly it’s just a run to the center for a few seconds deal.
The bad:
1) Map feels like half the size of the others… makes zerg domination easier.
2) Opening exits both go to the same place… why use the side door at all, they’d see you coming anyway if they were spawn camping, and you’d end up in the same place.
in my opinion:
Stronghold = Capricorn = Spirit = Hammer = very bad, better delete
They were better without changes
Not sure how much visibility this will get, but I’ll toss a few thoughts out there.
The new map looks great visually, but as far as map balance it definitely favours the stronger team-fighting team.
- The map is really open, so you can see enemy player movement very easily (vs. maps like forest, kyhlo, or temple which have environment elements which block your view of enemy movement). This also makes spawn camping much easier.
- The secondary mechanic feels like a steam-roll mechanic rather than a come-back mechanic. It’s in the middle of the map which makes it very easy to rotate to if you already control the map. On Capricorn, it’s hard to “over-commit” to capturing Bell, since it’s the closest point to all 3 capture points on the map. So if 5 people rotate to Bell and we win a team fight there, we can easily rotate off and maintain a 2- or even 3-cap at the same time as getting Bell.
This is in contrast to the the Lord on Foefire or Tranquility in Temple (or even skyhammer). These are very rewarding secondary mechanics but also effectively take you out of the capture-point game for up to several minutes, so there’s a risk vs. reward. These mechanics are great for forcing opponents off points to respond.
- I personally prefer “channel” secondary objectives versus “sit on capture point” mechanics. The game already revolves around capture points, so builds that can effectively sit on point are already favoured. Especially when the bell capture point is so small, it can become a game of stacking AoE, and spamming knock-backs/fear.
All welcome; casual, hardcore, competitive, teams or guilds!
https://www.reddit.com/r/GuildWars2PvPTeams/
I had a new idea. So apparently Ranked is open again, but any matches are actually Unranked instead of Ranked, right? How about we change it so that Ranked matches will all be Capricorn (or Unranked is all Capricorn, either or)? That allows players who want to play only Capricorn to pick a queue that’s just for them, and players who dislike Capricorn or prefer to play the old maps to stick with them. This might be easier code-wise than creating an entirely separate category for Capricorn.
If anything, the opposite is already available. If you don’t like Capricorn, you can do ranked queue. It makes more sense that way anyway, since a lot of people are choosing Capricorn in unranked for the achievements.
All welcome; casual, hardcore, competitive, teams or guilds!
https://www.reddit.com/r/GuildWars2PvPTeams/
I actually like this map, it makes playing pvp more enjoyable at the moment.
i think the bell is there to serve as a “lets get this over with” mechanic rather than a come back mechanic.
in the end, the team with more members that are able to kill and survive will win the map.
This map is awesome. I like it. Great job ArenaNet, players like new things like this. Thank you.
Hammer is fine.
Capricorn Bell give too much points.
Stronghold got separated queue with some adept of it. It’s fine.
Spirit is hit or miss. Didn’t tried it with the new orb changes.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/
All of those maps suffer from empty space. You need some better secondary objectives to drive fights off point to maximize the size.
Capricorn is far too big for 5 v 5. Spirit and Hammer are very stale in their current format.
i think the bell is there to serve as a “lets get this over with” mechanic rather than a come back mechanic.
in the end, the team with more members that are able to kill and survive will win the map.
Eh I disagree… 2 bunker builds, 2 dps, and a float is all you need for this match. Bell is designed to pull people off the points to encourage turnover… but so far hasn’t been a game ender/changer.
i think the bell is there to serve as a “lets get this over with” mechanic rather than a come back mechanic.
in the end, the team with more members that are able to kill and survive will win the map.
Eh I disagree… 2 bunker builds, 2 dps, and a float is all you need for this match. Bell is designed to pull people off the points to encourage turnover… but so far hasn’t been a game ender/changer.
that’s what i said.
kill = dps
survive = bunker
as for the bell, i’ll refer to my previous merged post
https://forum-en.gw2archive.eu/forum/game/pvp/Revenenge-on-Capricon-tactics-thoughts-Merged/6259751
capturing the bell in a row gives more points so i think the bell is very important. i think.
1st = 25
2nd = 50
3rd = 7525 score is like, worth 5 player kills, or
hold 1 point for 50 seconds,
hold 2 points for 26 seconds
hold 3 points for 18 secondsso if the bell point is contested, and we can 3 cap them for at least 18 seconds and avoid any deaths, then the 25 points can sort of be negated ? bonus points if we kill some of them too ?
50 score is like, worth 10 player kills, or
hold 1 point for 100 seconds,
hold 2 points for 50 seconds
hold 3 points for 34 secondshowever, if the other team has already captured the bell one time, the second time they capture it, they will earn 50 points !!! and that seems a bit more heavy, as we will need to 3 cap them for at least 34 seconds to break even !
75 score is like, worth 10 player kills, or
hold 1 point for 150 seconds,
hold 2 points for 76 seconds
hold 3 points for 50 secondsif they already captured 2 times, the third time capture will net them 75 score !!!
4th team in a row yields 100 team score.
if the losing team can’t contest the bell point for 18 / 34 / 50 seconds while 3 capping them it is impossible for them to make a comback at all.
Bell mechanic is stupid and pretty much prevents any comeback plays at all. Once one team has field control, they also have bell control. Bar a player on the winning team disconnecting or afking, you’re pretty much done at that point. This effectively makes it a worse version of temple.
Honestly I don’t see why every single map needs a gimmicky extra mechanic. It’s not even a fun gimmick like punting people off the map in old skyhammer…
(edited by Ubik.8315)
It kind of feels steamrolly. Once a team holds the initial caps, points are so far away that it’s incredibly hard to get enough points quickly to even think of coming back. But that’s just after 4 or 5 unranked matches. Maybe opinions and strategies will change.
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
Hammer is a good map now the jump pads are changed. I’d like to see it in the ranked rotation next season. I’d also like to see old hammer in unranked for funsies.
What is stronghold? Nobody plays it, including me.
Spirit, not tried the updated orb because people are spamming capricorn, but I thought it was a decent map, maybe a little small.
Capricorn…poorly laid out secondary base exits, poorly laid out and thought out secondary objective (too low risk to capture if you have superior field control so fails as a comeback mechanic). Also way too big for a 5v5 mode.
So yeah;
Stronghold < Capricorn <<< Spirit < Hammer
Yes because only playing:
Battle of Kyhlo & Legacy of the foefire
is really fun and interesting and is so Esports pro #1 viagra sponsored maps.
Hammer, is an ok map now. I wouldn’t mind it being in the rotation.
Spirit, I really don’t like… mostly because of the orb mechanic. There really isn’t any way to heal your self with it…. not to mention, the autodecap upon turning the orb in is rather over the top.
Capricorn, I love. The following does need to be fixed though:
-Better Secondary base exits
-Remove the gate going from middle to bell
-Add a couple of door ways in the hall ways on each side
The points from bell, are fine really… it’s mostly people who don’t understand the mechanic that make it a larger deal then it needs to be….
Stronghold, I don’t think this should be considered in the rotation…
It’s a different game mode….
Problems with that game mode:
-1 Map…. gets boring quickly, and hinders that game mode to the flaws of that map
- Trebs on the current map are broken, they can pretty much hit anything and cost almost nothing to get rebuilt. They deal way too much damage to heroes to minions.
- The minions around the lord are a complete joke… 1 person should not be able to solo all the side minions with 1 quick rotation in under a minute….
tdlr:
Yes on Hammer
No on Stronghold
No on spirit
Yes on Capricorn if adjustments are made (it’s beta chillax)
2015-2016
Fort Aspenwood
(edited by Wolfey.3407)
Capricorn’s large size is actually interesting. For example, it prevents a mesmer to guard a point with a portal from another point since all points are too far from each other (except the 4th temporary point which has good distance to all 3). This is the kind of differences which is the whole reason for having different maps. Ideally, the meta should vary from one map to another.
Also on the list of positives, the map is really pretty, and overall, I find it enjoyable.
On the other hand, as mentioned, the exits are weird. Also, I do not like very much the secondary mechanics. It is just another capture point, meaning that it will be one more objective that is contested for a long time. While the overall theme of the map is nice, the gameplay feels totally unrelated to it. Are we actually fighting a pirate ship? Well it’s not obvious.
That’s all I have to say, the theory behind it is solid and it actually works, if your losing team can manage to cap 2 bells it may change the outcome of the match.
I’d love to see the mechanic being extended to other maps but at this point I don’t see how it would work for all of them.
-On forest on Nifhelel you could drain the water and make space for an additional bell like point; although being the area close to respawn point I’d add an elevated area with no barriers, possibly you could leave the water and still add the elevated area.
The elevated area with bell like mechanic would open up builds like : shield DH, LB druid, rifle engi( or ram utility), herald with glint elite, chrono GS and yes..even Tempest with revamped tornado ( the improved dmg is actual worth the slotting , skill 5 is the saving grace of this elite now )
Other maps would require massive redesign so…
But again the comeback mechanic is solid work, I normally complain about balance but..this new map is solid and very fun to play and most of all no profession here gain massive advantages anywhere
-Plenty of space to kite
-Plenty of choke points
-Plenty of natural barriers to avoid free aoe/sniping ( managed to survive for a good 1m while being chased by 3 Lb druids)
I like the map too, but saying no profession has advantages on it is a joke.
If you’ve played druid or thief or even rev to an extent on it you’ll soon notice that mobile classes have a HUGE advantage, simply because the map is kittening HUGE.
I like the map too, but saying no profession has advantages on it is a joke.
If you’ve played druid or thief or even rev to an extent on it you’ll soon notice that mobile classes have a HUGE advantage, simply because the map is kittening HUGE.
Do you realize that the professions you mention can’t team fight effectively on a point without constant kiting/disengaging?
They have mobility for a reason, they can’t fight toe to toe with a condi chrono or reaper at melee range can they?
Certainly you can’t fight a condi war at melee range , unless you want to eat mace burst after mace burst
Lol druid and rev can teamfight just fine
Mechanics are fine, but I really don’t enjoy the map for much of the same reason why I don’t find WvW very enjoyable. You just spend too much time running around. =/
Mechanics are fine, but I really don’t enjoy the map for much of the same reason why I don’t find WvW very enjoyable. You just spend too much time running around. =/
2 bunker
2 dps
1 fast roamer to run between “home” and “far”
open with 3 “far” and 2 “home” then
hold “home” and “far” and
zerg bell when its available
as mention by someone else earlier, the “mid” point is actually much closer than the “home” point. however, the “mid” point does not have fast access to the bell unlike “home” and “far” so holding the sides is better in this map.
Mechanics are fine, but I really don’t enjoy the map for much of the same reason why I don’t find WvW very enjoyable. You just spend too much time running around. =/
2 bunker
2 dps
1 fast roamer to run between “home” and “far”open with 3 “far” and 2 “home” then
hold “home” and “far” and
zerg bell when its availableas mention by someone else earlier, the “mid” point is actually much closer than the “home” point. however, the “mid” point does not have fast access to the bell unlike “home” and “far” so holding the sides is better in this map.
I’m not asking for a strat, so I don’t really understand why you quoted my post…
If you genuinely meant to reply to me, try reading what I posted again.
Mechanics are fine, but I really don’t enjoy the map for much of the same reason why I don’t find WvW very enjoyable. You just spend too much time running around. =/
2 bunker
2 dps
1 fast roamer to run between “home” and “far”open with 3 “far” and 2 “home” then
hold “home” and “far” and
zerg bell when its availableas mention by someone else earlier, the “mid” point is actually much closer than the “home” point. however, the “mid” point does not have fast access to the bell unlike “home” and “far” so holding the sides is better in this map.
I’m not asking for a strat, so I don’t really understand why you quoted my post…
If you genuinely meant to reply to me, try reading what I posted again.
you wrote “You just spend too much time running around.” so if your team just focus on holding down “far” and “home” as in the “sides” you would only need to run between “home” and “far” and “bell” when it is available.
I really like the new map, Anet did a good job. Large map, with a simple but interesting secondary mechanic.
2 things
1 – At spawn point, doors are not really well positioned. The secondary door is pretty useless.
2 – There is a lot of useless space. Basically the entire area facing the sea is useless.
Too big which favors certain classes way too much. I like the theme and the secondary mechanic isn’t too bad, but this map is just gigantic yet the side caps (and secondary mechanic’s cap) are so tiny any AoE covers them which quickly devolves into a spamfest.
Was this not done because the split would mean less players in the unranked queue?
It’s just annoying, some of us just want to play Capricorn and don’t give a stuff about playing the old maps that we’ve played 100s of times. As it stands right now, people (including myself) just close the client and do something else for 30 minutes if another map besides Capricorn pops up. Let’s be honest a lot of PVE casuals (also probably including myself) just want to get the achievements too which can make other unranked games frustrating.
It seems silly to have many separate games where 8/10 people vote Capricorn when the Capricorn enthusiasts could just be grouped together.
- Kudzu, Dreamer, Frostfang, Eternity, Flameseeker Prophecies ~
~Nevermore, HOPE, Moot, Incinerator, Meteorlogicus, Howler ~
I would have said the same, but arrived at the conclusion that it was a very bad idea to add achievements to one specific map, upto the point PvE casuals and AP hunters , rather than actual PvPers manipulate/afk/grieve matches with maps that dn’t have the achievements.
It would have been better to add a reward track that doesn’t make people have an incentive to get the match over with, no matter the cost, as fast as possible.
Ingame Name: Guardian Erik
I have only one suggestion for RotC. I’ve played the map quite a few times now and this just keeps bugging me every time I’m in there so I thought I’d just share the idea and get people’s thoughts on it.
The idea:
Instead of having seperate point distribution depending on who fires the cannon, why not have a Shared system where, no matter who fires the cannons, the multiplier goes up for both teams.
The idea is that this will make it a game of risk. If you capture the cannons and increase the amount of points you gain on the next capture, there’s a chance the enemy team will be able to use it to catch up with you.
Gives the game more excitement I think.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
PvP Game Designer
That was one of the earlier iterations of the secondary for RotC. We felt like teams that went for the bell early could get “robbed” of their hard work by not getting the third or fourth bell capture. We wanted the secondary to be about the more your team commits to the bell the more your team gets out of it.
That was one of the earlier iterations of the secondary for RotC. We felt like teams that went for the bell early could get “robbed” of their hard work by not getting the third or fourth bell capture. We wanted the secondary to be about the more your team commits to the bell the more your team gets out of it.
I actually like it this way. I feel like the current implementation is more likely to change a team’s strat and force them to adapt. So if, for example, the enemy team gets the first two bells you’ll have to focus a lot more on preventing them from getting another, even if you’re dominating on holding the main points.
I get that having the last bells as big points for both teams near the end can make it consistently a high-stakes capture, but I’d rather see a map that involves a more diverse and dynamic strategy that only sometimes has a really tense climax than one that always has a big ending at the expense of also having a very predictable strat.
(edited by Dahkeus.8243)
The map feels a tad bit too large….and oh much more laggy compared to the rest of the maps. I get 30fps on average on this map but on the others I’m 60ish.
Windows 10
Best map so far for me, having so much fun. The mechaninc of the map is fun, if you focus on cap points the other team can focus on cannons and both are pvp related, needing both teams to fight over it, not some kind of “kill the commander and earn 150 points” pve thing.
The only con i have with this map is it too large as Aza stated above…. still not a bad issue.
I dont like teleport bugs on this map
That was one of the earlier iterations of the secondary for RotC. We felt like teams that went for the bell early could get “robbed” of their hard work by not getting the third or fourth bell capture. We wanted the secondary to be about the more your team commits to the bell the more your team gets out of it.
I completely agree. The OP’s idea… I strongly dislike.
That was one of the earlier iterations of the secondary for RotC. We felt like teams that went for the bell early could get “robbed” of their hard work by not getting the third or fourth bell capture. We wanted the secondary to be about the more your team commits to the bell the more your team gets out of it.
Couldn’t that argument be used in maps like Forest where someone works hard to kill the boss and then a thief comes in and kill steals it? Or in a map like Spirit where you get the orb close to your point only for someone to decap it, kill you, pick up the orb and get the point score?
I mean, conquest is full of situations where people work to get something only for it to be turned against them. So whilst I see a merit in having a map be different compared to the rest, I don’t buy the argument of “feeling robbed”. I don’t think it has legs to stand on when you look at the other maps.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
(edited by Dirame.8521)