vk__ • PM |
Mar 24, 2010 11:43 AM
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VK!*
![]() Posts: 460 |
+ Walls above nodes, no sneaky laming nodes
+ Game improved alot - below center node spawn Oh, and less rockets? ^^
Last edited by: vk__ Mar 24, 2010 11:48 AM
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crusha_k_rool • PM |
Mar 24, 2010 11:54 AM
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[GSPB]Crusha
![]() Posts: 926 |
Actually you are not supposed to spawn on the ground, only on the pipes at the lockers. Maybe I forgot to remove PlayerStarts on the ground.
Yeah, the center node is nasty once you lost it. The best thing would be to have it as an independent node that can be taken and shot at any time and doesn't contribute to the linksetup. But such a node is not scripted yet for ONS and is something pretty low on my priority list (because it's really hard and I hope someone else did it until then ![]() How about removing the PlayerStarts from that node for now so that you can only use it to build the setup but not for spawning there? It might get better when I scripted something that allows to change the linksetup at runtime, so that the diagonal connection of the center could switch between the top and bottom nodes every 3 minutes. Less rockets? Ok. Maybe I should add more powerups to the Cores but I am afraid the enemy could take them too. Oh, and I want to make it harder for the enemy to get on the roof of the right primary node, maybe by removing the ladder there so that they are forced to take the boxes. Another thing I could do when my stuff is scripted is to make the center node constantly lose health or to put a button there with which the attacking team can damage the node when it's uses it. Or wait until GreatEmerald did his scripting stuff and use a new item, the Shaped Charge and give it the ability to damage the locked node. ![]()
Last edited by: crusha_k_rool Mar 24, 2010 11:57 AM
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vk__ • PM |
Mar 24, 2010 1:25 PM
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VK!*
![]() Posts: 460 |
Yes remove ladder, so they need more jump skills to get on roof.. That's going to be half of the players ^^ Spawnpoint at center node up is ok for me.
But keep the walls on the right and left nodes. |
crusha_k_rool • PM |
Apr 05, 2010 11:31 AM
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[GSPB]Crusha
![]() Posts: 926 |
Here is the Beta11 (I sent it only to Foib per PM, but maybe someone else want to grab it too).
http://www.mediafire.com/?3ong2zjyto4 ![]() |
foibos • PM |
Apr 14, 2010 12:20 PM
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Foibos
![]() Posts: 551 |
The middle node sucks. You almost can't go there and it's too open to enemy fire. Add some ladders there or add another node under it or protect is somehow.
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thomasito • PM |
Apr 14, 2010 1:07 PM
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Thomas!to*
![]() Posts: 221 |
totally agree... i did good when concentrating on the outer nodes today, but as soon as i concentrated on the middle node i died over and over and over again...
not only have i been sniped down from positions i didn't spot till the end by some campers (nooo not on towers) - but enemy rox basically shot down the node from every direction. the only "good" thing about that is that the players who shoot the nodes from the floor are pretty easy target... so crusha pls REMOVE the damn node or at least but it back down to the ground (where it once was but with different node setup as far as i remember) and rail will be fine again. ![]() |
crusha_k_rool • PM |
Apr 14, 2010 4:03 PM
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[GSPB]Crusha
![]() Posts: 926 |
Beta12 (10.18 MB, 7zip)
Changelog: -Middle node builds up twice as fast as usual. -Changed location of a Jumpboot pair. It's now in your base. -Added Kamikaze pickup (the warhead on your back). It's in the small building infront of you base with a respawn of 90 seconds for now. So this should make it easier to break the draw in the game. You can try to build the center up with another linking guy so fast that the enemy can't react in time and/or destroy his nodes immediately with the nuke if you make it until there. I guess the nuke will be needed more often, so I might change the respawn time back to 60 in the future, but this one should do for testing. ![]() |
foibos • PM |
Apr 15, 2010 4:11 AM
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Foibos
![]() Posts: 551 |
Beta11 removed from server, the battle is stuck in the middle and gets annoying quickly. I don't see reason why to load beta12 without significant changes, please try to do something more.
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crusha_k_rool • PM |
Apr 15, 2010 10:57 AM
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[GSPB]Crusha
![]() Posts: 926 |
Well, then I am sorry. I can't just take a change out of nowhere without having a reason for it. And that is not the case if I can't see whether the current solution from Beta 12 works.
Further gameplay significant changes can only be made with the toolset. But it's sad that you removed it. It's not like there wouldn't be any alternative linksetups without the center node included in the map… You could change them quickly, I guess. ![]()
Last edited by: crusha_k_rool Apr 15, 2010 10:59 AM
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foibos • PM |
Apr 15, 2010 12:05 PM
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Foibos
![]() Posts: 551 |
There is a good reason: the playability is bad. It was the reason why I've removed it from the server before and why I've done it again. You're figting for the nodes in the middle again and again, but they are uncovered and you can't keep them for a while - they are imo the biggest problem of this map.
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