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Re: mapfixes
Posted: Thu 06 Oct , 2011 10:32 pm
by PALADIN
Re: mapfixes
Posted: Sat 15 Oct , 2011 8:43 pm
by PALADIN
I still cant play when WarMachines or Frigate is online, game just hangs once map is loaded.
Log is breaking at the middle of the word, last strings is
«Warning: NitroTWB RACE-WarMachines[REV].NitroTWB (Function NV8_Patch9.NitroPRV.DrivingStatusChanged:0023) Accessed None 'PlayerReplicationInfo'
ScriptLo»
Re: mapfixes
Posted: Thu 01 Mar , 2012 3:19 pm
by Socio
AS-DagopaFortress[F1] aka Redux of Fortress][
http://upload-it.ch/upload/DagopaFortress.rar
Archive contains: map, music and textures.
Re: mapfixes
Posted: Fri 02 Mar , 2012 10:15 am
by iRobot
Interesting map, my only real gripe with it is being able to use the lifts to jump to the final objective. Too easy to skip 60% of the route.
Re: mapfixes
Posted: Fri 02 Mar , 2012 11:02 am
by PALADIN
That lifts is a part of strategy and there are very easy to catch jumping players (on the fly and then at the land) so actually that is not a problem.
Didnt look this version, but as for original map the only two of last objective problems was that its too short at holdtime an needs some coverage from SPMA.
Re: mapfixes
Posted: Fri 02 Mar , 2012 11:21 am
by iRobot
PALADIN wrote:Didnt look this version

Re: mapfixes
Posted: Fri 02 Mar , 2012 11:33 am
by Socio
The first version of this map I played on N&B was a huge p00p. The road to last obj was either "tiny door of flakbombs" or "climb this wall and pray that no one will spot you".
The version we had before was better then the N&B one, but only because the number of jumppads that fixed the flow and generaly minimised the bottlenecks. The lift jumps to the top obj. have the advantage over jumppads that they are more requiring in skill since you need to time the jump to get boosted high enough.
Anyways this is just the first version of the map, the objs are pretty much the same, though the flow and geometry of it has been modified and do require tests to catch the proper balance.
Re: mapfixes
Posted: Fri 02 Mar , 2012 11:50 am
by iRobot
Perhaps move the objective around to the far side so you're not jumping directly on top of it.
If it already is like that then nevermind, my brain is not working at this time of day.
It has potential though. I've always been a fan of shorter assault maps rather than long marathons like Gasoline.
Map deserved its own thread <3
Nice implementation of SPMA though, works better than a tank. Shame that shock rifle totally obliterates the SPMA targetting camera tho :-p
(On an unrelated tangent, I don't think the SPMA would be OP if you made that camera immune in all maps. The presence of it is enough to show you its there, and that theres an SPMA about to bomb your ass if you don't act. Might even help the SPMA get more usage, it's too easy to nullify with that camera the way it is.)
Re: mapfixes
Posted: Thu 09 May , 2013 8:59 pm
by Socio
AS-Io[S], archive contains the maps and music, UT3 track.
http://www.mediafire.com/download.php?mlk597rfystrv63
Re: mapfixes
Posted: Sat 13 Jul , 2013 4:07 pm
by Socio
AS-DagopaFortress[F5]
http://www.mediafire.com/?j2bmwl736niwt6u
Quadria-no-cry fix, barred the small crystal rooms windows, added bars in the front gateways and windows that open when the big crystal objective gets done also longer time delay (was 7, now 10 seconds) on final objective active status.