ShadowRunner wrote: It's a very debatable issue. DXMP_8RED has a ladder on the wall... Players can score 30.0 in a game and the victims never see the player. gg?
^^ good times, good times^^
well it all comes down to what you percieve as camping... I used to 'camp' all the time. But by camping i mean, staying invisible for the enemy, but kill them anyhow... If that involves high walls, so be it.
Beside, wallcamping (and camping meaning staying on the same spot/wall the whole time) is pretty much impossible. The only maps where it's freaking impossible to see ppl on walls are CMD (the outer most ledges, in CMD_VI accesable via code 18, i think) and Tower_3 (with a little elevator buggin you can get up the highest walls). All other maps on the Wunderland server have a skybox that allows you to see the shadows of the players painted to the sky (ok on some maps only from certain angles, but if you have enough skill, that should be sufficient

). Besides on those maps (CMD and Towers_3) you can kill the wallcamper anyhow. Just use energyballs spreaded over the wall (from quite some distance, so when they arrive at the wall, they spread out and you can see the whole upper wall) and everything should be fine (if you can aim persistent enough). And I can know cause i know every single map on that maplist (ok maybe 1 or 2 not) by heart.
As Shadow said once: "I lived in that server"
But yeah on topic now, Hitman do wathever you like. I don't like that map very much anyway
i mean the map isn't AltFire material (even with the adjusted walls). For me AltFire is all about vast, open spaces. Some building scattered, etc. (beautiful examples are the '_TheDayAfter' series, Skyline, or even the standard maps A51 and CMD). your map is just a bit too clumped together for AltFire. The jumping space on the roof of the little corridor on the hangar building isn't big enough (no fullworthy jumps possible, eg. Pacman). And what's up with the spawn in the little shack? Only Shock Rifle and crowbar (?) there. That's not fair... The fences around the 'dog house' are a little buggy (i have been shot
through them once!!)
And what's the goal of that basement? It may work in Zero-Augs or Augs, but not in AltFire, weapons are too powerful (eg. Pacman, Abandonned, Prodigy-jatata map, smuggler (cfr. infra)). Basements in AltFire should be designed like the secret bases in DXSG, playing CMD_VI in Wunderland is kickass!

few, glad that's of my chest. Wanted to say this a long time ago already. Mind, this is just my modest opinion and constructive critiscm only!
infra...: smuggler in itself is not suited for AltFire play, Smuggler_Altfire (don't know the correct name, but you know what i mean

, i hope...

) however is much better. But I'd love to play the map once with low-tech and pistols only ([hint]alternative mapsetup week[/hint] :P).