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Re: UglyAssault
Posted: Thu 14 Aug , 2014 7:46 pm
by iRobot
Re: UglyAssault
Posted: Fri 15 Aug , 2014 11:22 am
by iZumo
Re: UglyAssault
Posted: Mon 18 Aug , 2014 9:44 am
by Socio
I uploaded a version where the 2nd objective is a normal hold one. I think that the last objective also needs some more balance to it as defenders spawn is really close to it and they are loaded with strong weapons (currently I modified the "maze" part, a bit of defenders weaponlockers and gave attackers Udamage, will see if there will be RAGE).
Re: UglyAssault
Posted: Mon 18 Aug , 2014 10:19 am
by iRobot
You could also give attackers some 100s, but be sure to place them at the end of really long tunnels that lead nowhere.
Re: UglyAssault
Posted: Mon 18 Aug , 2014 10:52 am
by Socio
iRobot wrote:You could also give attackers some 100s, but be sure to place them at the end of really long tunnels that lead nowhere.
Not sure if this is a reference to one of my own maps, but I dont remember doing stuff like that (I'm not from "DejaVus School of Balancing AS Maps")

Re: UglyAssault
Posted: Mon 18 Aug , 2014 11:02 am
by iRobot
An underwater tunnel would be good on the final obj too, for sneaking the power core past the defense.
Re: UglyAssault
Posted: Mon 18 Aug , 2014 11:31 am
by Socio
iRobot wrote:An underwater tunnel would be good on the final obj too, for sneaking the power core past the defense.
300m tunnel swim? Sounds like a plan.
Some said that there is a killing volume there, dont know, didnt tried it as I never had any will to play CrapCanyon2k4z, but on the next OLDZ weekend I'm going to join, get 199hp and try to reach the other side, keyword being "try"

Re: UglyAssault
Posted: Mon 18 Aug , 2014 11:37 am
by iRobot
I believe the kill volume is if you attempt to swim it before the computron objective is done.