foibos • PM |
Oct 28, 2010 8:47 AM
|
Foibos
![]() Posts: 551 |
Ok. Can anyone fix it? Just the grates left.
|
vk__ • PM |
Oct 28, 2010 10:08 AM
|
VK!*
![]() Posts: 460 |
What is the problem? Just copy the fence from renovation to this one
![]() |
foibos • PM |
Oct 28, 2010 12:18 PM
|
Foibos
![]() Posts: 551 |
Have you downloded it from our SkyDrive (check out my post on previous page)? All requied files should be there. I could try to make what you want, but mostly you'll find what you need in your cache.
|
xicesnake • PM |
Oct 28, 2010 12:32 PM
|
[*]X!ceSnake
![]() Posts: 255 |
vk__ wrote: I've exactly done that. And it works for me. Not for foib, and dunno why >_< ![]() ![]() ![]() ![]() ![]() |
vk__ • PM |
Oct 28, 2010 3:47 PM
|
VK!*
![]() Posts: 460 |
Strange, than use other fences, no one get hurts by it
![]() Mostly, my files are outdated and removed from my cache, and if i need a new file, i must play that map... And how long does that gonna take. :s |
vk__ • PM |
Oct 29, 2010 2:11 PM
|
VK!*
![]() Posts: 460 |
http://www.mediafire.com/?lbyclixoy2osgst
fixed the fences and added directions to the jumppads And ice, i see u where messing around a bit, i found a couple of "jumppad actors" under the map ![]() |
foibos • PM |
Oct 29, 2010 4:11 PM
|
Foibos
![]() Posts: 551 |
Thank you, but one more thing left: the destinations of added jumppads. On Renovation, it's close to the opposite jumppad, but on this version it's right on it, so if you don't move in the air (and the bots don't), you're jumping continuously. It's funny but not very useful.
![]() |
vk__ • PM |
Oct 31, 2010 10:59 AM
|
VK!*
![]() Posts: 460 |
|
foibos • PM |
Feb 11, 2011 11:45 AM
|
Foibos
![]() Posts: 551 |
The middle room remains indefensible. I have few ideas what to put there for keeping the nodes safer.
Walls like on TripleSlap. There can be a space between the current one and the new walls just for pedestrians or they can make a solid U profile. ![]() Pillars around the node. Less defensive than the walls, but more interesting. ![]() The Renovations already has the side nodes hidden, but the battle in the middle is far more boring there, that's why I'd like to keep the nodes in original position. |
pegasus_ • PM |
Feb 11, 2011 12:29 PM
|
Non-member
![]() Posts: 234 |
Tyrant's geometry (the version on TechCom now, but even more so the one before it) is just fine, leave it alone please. We've all understood how the nature of the middle nodes facilitates fast-changing gameplay for years and we all know how and when to hit 'em or where to focus to get 'em up again (it's just one tank that spams 'em). Besides, I've extensively played the Renovation version for months myself and I assure you it hasn't been made better with those node relocations. If Tyrant needs anything besides the standard base lockers tweak (why the hell no avrils/rockets/LGs at bases?), it's removing the SSRs and putting something more ONS-reasonable as a bonus pickup up there. Those super shields could be moved from their current very reachable position (that can also be misused by enemy team when the tank node starts getting repeatedly rushed) to do the job. Or, you know, just follow the previous version's example which had a tank as each base's centerpiece and that helped more than the railtank/linktank combo IMO (still unsure about the tyrant scorp even after all these months).
Anyway, if you're itching for minor fixes again, I can easily produce a whole list of maps that even a semi-decent editor could go through in a weekend and improve overall ONS experience on TechCom by a considerable amount (mostly ammo, weap, lockers and other minor issues, replacing most strike painters with ion ones and so on). Seriously, tweaking most maps is very long overdue at this point. We've been wasting weeks - nay, months - expending all our energy and effort trying to "fix" problems and situations from experimental new maps the gameplay value of which has yet to become clear when there's perfectly good, proven maps that could be made even better in half an hour's worth of work each (tops): Beer without SSRs and with nukes moved to middle corridors, Pandemonium with more ammo, GunShop with shocks and full lockers, TripleSlap with rockets, bio, balanced turrets (one team's can kill enemy tank @spawn, other can't) and manta-happy fog/ceiling blocked (nuke pickup lowered to top of dome right below), SpaceJox with the lonely platform (where the shockpickup is) made meaningful, a reasonable Minus with more flyers and dozens of jumppads for peds' roof access, StarReach with full lockers everywhere, a MasterShower with a separate/independent grapple gun and no silly TK Rifle (scoped rifle that does 55hp dmg, lul wtf?), Valarna with a raised stall-z so the nuke painter will work, etc., etc. Why are we so slow to fix years-old, obvious oversights? I really want to know here, is there some kind of constant but secret ideological opposition from a group of players demanding no good maps ever be tweaked again that you've implicitly agreed with, does nobody care anymore to suggest fixing obvious omissions or what? I'd really appreciate an answer to this from, hopefully, a dozen or so ppl 'cause, barring the naysayers' conspiracy theory, we could be playing 20+ better maps by Monday! Come on!
Last edited by: pegasus_ Feb 11, 2011 12:55 PM
|