mapfixes
- PALADIN
- Banned
- Posts: 127
- Joined: Wed 07 Sep , 2011 8:24 pm
Re: mapfixes
AS-MZ-HighRise-Fixed (sentinels ye, whats else )
http://upload-it.ch/upload/AS-MZ-HighRise-Fixed.zip
http://upload-it.ch/upload/AS-MZ-HighRise-Fixed.zip
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
- PALADIN
- Banned
- Posts: 127
- Joined: Wed 07 Sep , 2011 8:24 pm
Re: mapfixes
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»
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»
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
- Socio
- Disappeared Administrator
- Posts: 626
- Joined: Mon 15 Feb , 2010 8:44 pm
- Location: Poland
- Contact:
Re: mapfixes
AS-DagopaFortress[F1] aka Redux of Fortress][
http://upload-it.ch/upload/DagopaFortress.rar
Archive contains: map, music and textures.
http://upload-it.ch/upload/DagopaFortress.rar
Archive contains: map, music and textures.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: mapfixes
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.Socio wrote:AS-DagopaFortress[F1] aka Redux of Fortress][
http://upload-it.ch/upload/DagopaFortress.rar
Archive contains: map, music and textures.
- PALADIN
- Banned
- Posts: 127
- Joined: Wed 07 Sep , 2011 8:24 pm
Re: mapfixes
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.
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.
bOnO: Calypto, and you plan to correct all the phrases of everybody? We are not all English pros you know...
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
PALADIN: Aza, please continue correcting my phrases, thank you for that teaching.
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: mapfixes
PALADIN wrote:Didnt look this version
- Socio
- Disappeared Administrator
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- Joined: Mon 15 Feb , 2010 8:44 pm
- Location: Poland
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Re: mapfixes
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.
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.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good
- iRobot
- Junk Administrator
- Posts: 3909
- Joined: Fri 06 Jan , 2012 10:37 am
- Contact:
Re: mapfixes
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.)
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.)
- Socio
- Disappeared Administrator
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- Joined: Mon 15 Feb , 2010 8:44 pm
- Location: Poland
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Re: mapfixes
AS-Io[S], archive contains the maps and music, UT3 track.
http://www.mediafire.com/download.php?mlk597rfystrv63
http://www.mediafire.com/download.php?mlk597rfystrv63
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good
- Socio
- Disappeared Administrator
- Posts: 626
- Joined: Mon 15 Feb , 2010 8:44 pm
- Location: Poland
- Contact:
Re: mapfixes
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.
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.
> team-spec*Socio: i see a new rais map
> team-spec*Socio: curious if ikea
> H&some: its not
> H&some: its actually pretty good
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