AS-Xenon

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proof
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AS-Xenon

Post by proof » Mon 30 Jun , 2014 4:48 am

Hi again,

as I told you I started working on a new AS map designed for LDG which means there is definatly going to be at least 1 Vehicle in it (maybe more). As a result from the Favorite AS-Map topic I see that the people who voted/replied prefer a classic Assault map with 0-1 Vehicles as support throughout most of the Map. The classic parts have to be skillful and not a complete mess of spam. Ill take that advice for the Map for sure but I would also like to know which Gameplay elements you would like to see in an Assault map. Traps like Junkyard, optional shortcuts like Hera or even something new? I already have a cool movement idea which Ive never seen before and which I wanted to use in a DM map some years ago (other than the standard liftjumps or slopedodges) but that never happened since I didnt touch the Ued from 2007-2013. Anyway, tell me what you would like to see :)

This is how the Map is going to look. AS-Glacier/DM-Reconstruct/DM-Sateca/DM-1on1-Incuvasion Mix for the Textures and Meshes, an orange/blue lighting for the interior like in Incuvasion and a greenish/blue lighting for the exterior like in Sateca. Like? Dont like? Are 3 colors too much since the common combo is 2 colors?

Image

Image
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iRobot
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Re: AS-Xenon

Post by iRobot » Mon 30 Jun , 2014 10:04 am

Optional objectives are nice and add flavour. The first bridge on Glacier, the Hellbender on Damnation (previously a Goliath), the weapon cache on Convoy etc. If you could find a sensible place to put a few of these without making them so linear that you always get them anyway, it would be great.

I can't really comment on the colours/texture set as I don't care for it. As long as the gameplay is good..

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Re: AS-Xenon

Post by proof » Mon 30 Jun , 2014 5:04 pm

iRobot wrote:Map looks good, but it looks a but too 'modern FPS' for my liking. As in, it's all brown and grey and no colour.

I appreciate the theme may be a dull industrial environment but it looks a bit bland.
iRobot wrote:I can't really comment on the colours/texture set as I don't care for it. As long as the gameplay is good..
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iRobot
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Re: AS-Xenon

Post by iRobot » Mon 30 Jun , 2014 5:13 pm

iRobot in inconsistency shocker!

;'D'D

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Re: AS-Xenon

Post by Tehnix » Sat 05 Jul , 2014 7:16 am

Looks good so far in my opinion.

If the map requires you to place a vehicle at a certain objective, then I would really like to have the possibility to destroy the vehicle by using traps as in junkyard. Maybe 2-3 different routes to do so, with one going straight through the defenders and the other two having traps to either kill the vehicle or delay it for quite a bit so you can deal some damage to it.

How about some kind of vehicle elevator, that brings the vehicle from a lower position to one a little bit higher by changing the gravity (if thats possible)? A possible trap could be to change the gravity for a short period, which gives defenders time to deal some damage to it.

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Re: AS-Xenon

Post by proof » Sat 05 Jul , 2014 7:25 pm

For now I dont think Ill make an objective that requires to place a vehicle at a certain spot but I can implement a few traps anyway that wll destroy the supporting vehicle.

About the gravity, Im afraid that doesnt work. As soon as the gravity becomes positive (-950 is default) you will autmatically get ejected from your vehicle. 0 Is the highest possible which makes Vehicles with wheels float due to the suspension which pushes the vehicle into the air slowly as soon as the gravity changes.
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iRobot
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Re: AS-Xenon

Post by iRobot » Sat 05 Jul , 2014 8:43 pm

The magnet on junkyard works with oposite grav doesnt it

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Re: AS-Xenon

Post by proof » Sat 05 Jul , 2014 10:08 pm

No, its an invisible mover shaped like a bucket.
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iRobot
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Re: AS-Xenon

Post by iRobot » Sat 05 Jul , 2014 10:57 pm

Then just do that :P

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Re: AS-Xenon

Post by Tehnix » Sun 13 Jul , 2014 7:48 pm

how about a lowgrav part, similar to the one in Thunderstrom?

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