Finally... Night has fallen!
GMers everywhere can rejoice, we finally have a GM map for the pros!
Why?
A lot of people have been complaining that the map is unfairly tilted to ghosts. Bullsh**.


This map isn't skewed to either side. Instead, it's skewed toward the pros. Sorry noobs. Go play Lab.
Why?
- It's big and full of small obstacles. Noob GR spraying doesn't work. You're forced to listen and watch instead.
- It's open. A sniper can get a clean headshot diagonally across the map. This is impossible on other maps and it forces the ghosts to bhop or lose their brains.
- Lots of tunnels and mazes and overhead platforms. GR can't camp in one place, like they do in Lost Relics. With so many ways to get into any area, you have to be constantly on your guard.
- The crane. Wow. I want to find the designer who put that in and buy him a beer. Sure, once GR captures it, BL will never win it back, but the genius put the crane in BL's spawn. Which means a good ghost team can eliminate all incoming GRs before they reach it.
- Little water. Water is annoying for both sides. BL because it makes them easy to detect by GR noobs, and GR because you can't hear crap with your teammates "slosh-slosh"-ing through water.
A lot of people have been complaining that the map is unfairly tilted to ghosts. Bullsh**.


This map isn't skewed to either side. Instead, it's skewed toward the pros. Sorry noobs. Go play Lab.
Comments
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i agree with you, but both of your pics are disappointing, you were playing with low ranks, be ashamed, come to south US and i will see you crying like a baby.
Nughtfalls one of the top three GM maps
All the high ranks left after becoming convinced that I hack. LOL.DDOS_Exploit wrote: »How can u consider yourself a pro? If u only play gr side? Be good on both side then u can consider GMers pro.
I never called myself a pro at all. I just pointed out that the map is perfectly winnable as GR. -
Xcelled194 wrote: »All the high ranks left after becoming convinced that I hack. LOL.
I never called myself a pro at all. I just pointed out that the map is perfectly winnable as GR.
No! To me this map I consider this for GHOST. Put A good ghost moder clan on this map GR have no chance of winning. -
DDOS_Exploit wrote: »No! To me this map I consider this for GHOST. Put A good ghost moder clan on this map GR have no chance of winning.
its true, the ghosts have advantage and a good ghost team will know how to use it.
EDIT: http://forum.z8games.com/showthread.php?t=28792
go and post your wins -
-
[MOD]Talonblaze wrote: »I hate to say it, but those screenshots don't mean anything. After all, one look at the opposing team shows why you obliterated them. i'd be surprised if there was a single bhopper in any of them.
The teams were definitely skewed in your favor.
I was playing against quite a few lts in the begiining. In particular, mr_eddie kept calling me a hack and then left. Lol. I think I saved the replay before the host kicked me. I"ll check.
Edit: I have the replay, but get an undefined error trying to play it. -
[MOD]Talonblaze wrote: »I hate to say it, but those screenshots don't mean anything. After all, one look at the opposing team shows why you obliterated them. i'd be surprised if there was a single bhopper in any of them.
The teams were definitely skewed in your favor.
completly offtopic: it was the 1st time i actually stopped to read your name, and i tought your name was toblerone, instead of talonblaze -
Xcelled194 wrote: »I was playing against quite a few lts in the begiining. In particular, mr_eddie kept calling me a hack and then left. Lol. I think I saved the replay before the host kicked me. I"ll check.
Well my main point is you were likely just playing against kiddies that were trying the new map out, not Ghosts who actually know how to really play.
Ghosts have height.
Ghosts have no worries about light.
Ghosts have no worries about water. (The only water in the level helps them more than hinders.)
Ghosts have little metal to tread on.
Ghosts can traverse the map faster than GR.
Ghosts can counter any GR camping spot.
What do GR have again?
A single sniping spot they have to fight for that is useless if the bomb is already down. -
Xcelled194 wrote: »GMers everywhere can rejoice, we finally have a GM map for the pros!
Why?- It's big and full of small obstacles. Noob GR spraying doesn't work. You're forced to listen and watch instead.
- It's open. A sniper can get a clean headshot diagonally across the map. This is impossible on other maps and it forces the ghosts to bhop or lose their brains.
- Lots of tunnels and mazes and overhead platforms. GR can't camp in one place, like they do in Lost Relics. With so many ways to get into any area, you have to be constantly on your guard.
- The crane. Wow. I want to find the designer who put that in and buy him a beer. Sure, once GR captures it, BL will never win it back, but the genius put the crane in BL's spawn. Which means a good ghost team can eliminate all incoming GRs before they reach it.
- Little water. Water is annoying for both sides. BL because it makes them easy to detect by GR noobs, and GR because you can't hear crap with your teammates "slosh-slosh"-ing through water.
A lot of people have been complaining that the map is unfairly tilted to ghosts. Bullsh**.

This map isn't skewed to either side. Instead, it's skewed toward the pros. Sorry noobs. Go play Lab.
Pff you play only players from rokie server pfff xD -
[MOD]Talonblaze wrote: »Well my main point is you were likely just playing against kiddies that were trying the new map out, not Ghosts who actually know how to really play.
Ghosts have height.
Ghosts have no worries about light.
Ghosts have no worries about water. (The only water in the level helps them more than hinders.)
Ghosts have little metal to tread on.
Ghosts can traverse the map faster than GR.
Ghosts can counter any GR camping spot.
What do GR have again?
A single sniping spot they have to fight for that is useless if the bomb is already down.
A wide open map where you can see any fail hopping anywhere.
An advantage at the beginning where GRs can pick off ghosts that stream over the first roofs.
You can escape any spraying teammates you might have.
Can sneak up on the bomb sites and surprise planting/defending ghosts.
Ghosts are forced to hop around many obstacles in parts of the map, leading to an increased chance of a failhop. -
Xcelled194 wrote: »A wide open map where you can see any f******ing anywhere.
An advantage at the beginning where GRs can pick off ghosts that stream over the first roofs.
You can escape any spraying teammates you might have.
Can sneak up on the bomb sites and surprise planting/defending ghosts.
Ghosts are forced to hop around many obstacles in parts of the map, leading to an increased chance of a failhop.
1. Seeing only helps against failghosts who can't bhop. This is more of a ghost advantage since they can see GR easier.
2. Assuming ghosts go through the rooftops. Still need to see them, bhops make that redundant as well.
3. It's the ghosts that do the sneaking in this map, not GR.
4. Many obstacles? Hardly. All can be bypassed with height or other work arounds. Any obstacles Ghosts MAY encounter, GR WILL encounter. -
[MOD]Talonblaze wrote: »1. Seeing only helps against failghosts who can't bhop. This is more of a ghost advantage since they can see GR easier.
2. Assuming ghosts go through the rooftops. Still need to see them, bhops make that redundant as well.
3. It's the ghosts that do the sneaking in this map, not GR.
4. Many obstacles? Hardly. All can be bypassed with height or other work arounds. Any obstacles Ghosts MAY encounter, GR WILL encounter.
And that's what makes it fun. But the real GR advantage comes directly from those hopping ghosts in those wide open areas. Breath. I've only encountered a handful of ghosts in my 3 years of playing that could literally leave their breath back where they started hopping. Once GR hears the breath and PP on it, there's nowhere for them to hide.
Obstacles impede this slightly, but not much. GR can simply move and follow the breath. -
Xcelled194 wrote: »And that's what makes it fun. But the real GR advantage comes directly from those hopping ghosts in those wide open areas. Breath. I've only encountered a handful of ghosts in my 3 years of playing that could literally leave their breath back where they started hopping. Once GR hears the breath and PP on it, there's nowhere for them to hide.
Obstacles impede this slightly, but not much. GR can simply move and follow the breath.
That is, IF a GR risks themselves also being in open areas. In wide open areas, all a Ghost has to do is bhop and strike. As they can come from any direction.
GR's specialty is able to pinch Ghost's in areas they can't maneuver in. Tight corridors, several blocks, ladders, etc.
B site is probably the safest place, and even that is limited. Ghosts can come from above, below, the sides and through the main entrance. There's even distance between all of those to even allow them to move without being heard.
Because Ghosts move faster even with just running, let alone bhopping, they can intercept or beat any GR trying to get to a site to aid their buddies. There is no cover for them if they try. -
Xcelled194 wrote: »
- The crane. Wow. I want to find the designer who put that in and buy him a beer. Sure, once GR captures it, BL will never win it back, but the genius put the crane in BL's spawn. Which means a good ghost team can eliminate all incoming GRs before they reach it.
That would be him, ^.^
As he said, he did Nightfall and those maps as well: Nano Mall, Biohazard Lab, Mansion, Orbital Station, Unearth and some more,
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