AS-Junkyard-32

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TheDejaVuPl@yer

AS-Junkyard-32

Post by TheDejaVuPl@yer » Tue 07 Jun , 2011 9:23 pm

OK, this is my vision of Junkyard-32, thinked well and some tested too

Download UZ2 (4.2 MB)
Download ZIP (3.9 MB)
Download RAR (3.5 MB)
Download 7Z (2.9 MB)

These modifications are the ideas that was born in discussion between Me, Izumo and Socio.

Major::
1st obj (capture the core): defenders spiders separated from weaponlockers and moved behind the spawn
2nd obj (deliver the core): attackers have ~5% chance to spawn at 2nd level of the house (near the jumppad)
3rd/4th obj (bridge): defenders spiders separated from weaponlockers (so its only one pickup of 4 spiders now)
5th/6th obj (magnet): magnet actions is a bit faster now (pickup was ~5 now ~4 sec, move was 18 now 15 sec, rollback delay was ~15 now ~11)
7th obj (finish): defenders spawn was moved behind the fence near the torch; old spawn jumppad was reversed (now usefull for attackers too); spiders was separated and moved to the old spawn as two pickupbases (two to prevent crowd pushing and fill the space, max spiders is 4 anyway); minigun turret was added to the old spawn hill
Bender: health increased from 2000 to 3000 hp (2000 is not enough against 12-16 defenders); link heal multiplier increased from 0.35 to 0.50 (to make heal a bit faster and to not deal with link ammo)

Minor::
1st obj: defenders have now two weaponlockers to prevent crowd pushing
3rd/4th/5th/6th obj (bridge, magnet): some ammo pickups at the electric house was reduced (cause its used by defenders mainly); weapon pickups wasn't changed
6th obj (magnet): classic way road part at the tube was widened to decrease bender stuck probability (invisible)
7th obj (finish): new spawn jumppad doubled
Bender: max spawn block count decreased from 5 to 2 sec (to prevent noob delays); destroyed respawn delay decreased from 4 to 2 sec

ToDo::
7th obj (finish): add side hold objective to remove the antenna road block (plant C4 explosives), that became available only after antenna falled; after explosion some parts of antenna should still partially block the way (because its too easy) forcing the steering in free area by smooth but a bit slowing zigzag
Bender: didnt find how to set empty bender respawn (to decrease it from 15 to 10 secs)

TheDejaVuPl@yer

Re: AS-Junkyard-32

Post by TheDejaVuPl@yer » Sat 11 Jun , 2011 5:18 pm

beta 4

Reminding: pls check redirect and update NV exclude list.

Download UZ2 (4.2 MB)
Download ZIP (4.0 MB)
Download RAR (3.5 MB)
Download 7Z (2.9 MB)

Major::
5th/6th obj (magnet): magnet mechanics reverted to original (due to sometimes inproper functionality and to save the original trick)
7th obj (finish): new side hold objective to remove the antenna road block (placing explosives), that became available only after antenna falled

Minor::
Bender: max spawn block count reverted to 5 sec (due to inproper functionality)

ToDo::
Bender: still didnt find how to set empty bender respawn (to decrease it from 15 to 10 secs)

iZumo
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Re: AS-Junkyard-32

Post by iZumo » Sun 12 Jun , 2011 8:29 am

So the idea about having bender HP dynamic (computed at spawn time):

HP = Base * NoDefenders + (Base/2 * (NoDefenders - NoAttackers))

So for Junky in case of 8v8 with Base = 250 it would be 2000, for 12v12 -> 3000, for 16v16 -> 4000. And in case 12v13 (13 def) +125 HP to bender or in other case 13v12 (12 def) -125 HP to bender. Also the actual HP would be bounded, at least to a minimum value.

TheDejaVuPl@yer

Re: AS-Junkyard-32

Post by TheDejaVuPl@yer » Sun 12 Jun , 2011 4:09 pm

Yes, I got the idea and find it interesting.
Maybe just with some tuning (like adding some non-linear coefficient to the formula). And a heal multiplier need some variability too then.
Right now I'm far from programming so will be gratitude if you will write such veh_factory code.
If this experiment will go successfully we can then start to implement such method for some other maps too.

iZumo
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Re: AS-Junkyard-32

Post by iZumo » Sun 12 Jun , 2011 7:54 pm

Not sure about the link rate actually. With more players you're likely to get more players linking.

TheDejaVuPl@yer

Re: AS-Junkyard-32

Post by TheDejaVuPl@yer » Thu 07 Jul , 2011 8:50 pm

RC2

Download UZ2 (4.2 MB)
Download ZIP (4.0 MB)
Download RAR (3.5 MB)
Download 7Z (2.9 MB)

Major::
7th obj (finish): added sentinels to protect defenders spawn; side obj is blocked for 4 seconds (to prevent attackers from early at-obj-switch camping)
Bender: health set to 2500 hp

Minor::
7th obj (finish): old spawn jumppad moved halfway farther; added some effects to antenna explosion, made timer broadcasting and added "Roadblock removed!" message, explosives size increased
ammo: ammo pickups in groups moved some farther from each other (to prevent one player capturing all pickups)

TheDejaVuPl@yer

Re: AS-Junkyard-32

Post by TheDejaVuPl@yer » Fri 08 Jul , 2011 9:59 pm

RC4

Download ZIP (4.0 MB)

Major::
Bender: dynamic health

iZumo
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Re: AS-Junkyard-32

Post by iZumo » Sat 09 Jul , 2011 12:11 am

The extra objective is a bit glitchable: prepare yourself on previous objective and shoot the antenna down, wait until last objective is active and then just do the extra objective w/o defenders being prepared at all.

TheDejaVuPl@yer

Re: AS-Junkyard-32

Post by TheDejaVuPl@yer » Sat 09 Jul , 2011 12:52 pm

TheDejaVuPl@yer wrote: Major::
7th obj (finish): side obj is blocked for 4 seconds (to prevent attackers from early at-obj-switch camping)
Defenders should just check that immediate. If they all so stupid so nobody even presses Q (as were yesterday - two defenders only teleported), not saing bout checking for campers, then thats not a map problem.

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PALADIN
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Re: AS-Junkyard-32

Post by PALADIN » Thu 06 Oct , 2011 3:22 pm

New idea about improving gameplay at high playercount.
Add a second bender:
- this will make attackers less dependent on bunches of noob drivers
- second bender will spawn at the same place(s) but only after first bender droved out
- to compensate benders count they will have reduced by /1.5 hitpoints (and sure still dynamic hitpoints dependent on players count)
- for completion of the objectives only one bender will be needed
- to compensate benders count for defenders some of their turrets will be maybe doubled (but reduced by HP by /1.5 too) and/or maybe bridge and finish obj spiders will be moved back on to the weaponlockers
Please discuss.
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.

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