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Forum Home > Maps & mods > ONS-SEKTOR7-PROJECT-NOKTURNE
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jancsi33PM
#31
Nov 02, 2010 7:51 AM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
I played on it yesterday and it's an awesome map!
vk__PM
#32
Nov 02, 2010 12:11 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
jancsi33 wrote:
I played on it yesterday and it's an awesome map!


Thanks for the positive comments.
Only the people that keep spamming the server of how stupid the sektors are. I can quit building maps or i can keep building for the people who appreciate it.

For these guys who don't like them, got some good and bad news:

Bad: All 3 are popular.
Good: Last Sektor.
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Nov 02, 2010 12:54 PM
vk__PM
#33
Nov 09, 2010 1:35 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
B3.1

Changes;

Some visuals.
CD node removed by a regular node.
Lifting system, now moves when triggered.
Music

http://www.mediafire.com/?2fqmxgwrpx11gfr


http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Nov 09, 2010 1:52 PM
kentaroPM
#34
Nov 11, 2010 3:25 PM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
Feedback !

I played it yesterday and i liked it ! My lg loves this map
Other things:
-the access to the node 1 is better than before. Maybe some jumppads on the walls?
-music theme is perfect here
-i like the new decoration over the core
-the carrier troops is too powerful there.... it's sudden death when you're on foot against this. Even dodging and jumpping a lot, i'm killed in one shot.
-the room of the central node is nice done, you can be hidden in the stairs during the ion leave in order to attack the other nodes
-there are still some issues with the mover's collision
-in general order, maybe add some meshes in the corridors to bring a little the line of view

Conclusion: it's a good map ! Even better and more fun than Sektor 8, you improve at each map, mate !
Good job !

Kent'
pegasus_PM
#35
Dec 29, 2010 12:45 PM
Non-member Joined: Jun 20, 2009
Posts: 234
Anyone noticed how this map received an update a few days ago and the newest version is now on TechCom? How come neither Foibos nor VK posted anything about this so that ppl here could be aware of this and know what's been changed? I wonder, have we reached that level of perfection already where new releases are assumed to be flawless, unanimously approved and, thus, automatically added to the server?
Eyes in the skies.
crusha_k_roolPM
#36
Dec 29, 2010 1:52 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Or we already have reached the level where it is assumed that nobody reads the forum anymore. :>
vk__PM
#37
Dec 29, 2010 1:59 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Updated version:


Added jumppads
The side corridors are a bit longer now.
Adjusted the Fog
Added 1 Bio and 1 Stealh Badger.
Replaced vehicle at Node 1 with Megabadger (for testing purpose, to make that node more attractive) Conclusion: It works, but it is to powerfull, any suggestions?

Changed music theme to previous.
http://BIT.ly/VKMAPDESIGN


pegasus_PM
#38
Dec 29, 2010 2:34 PM
Non-member Joined: Jun 20, 2009
Posts: 234
vk__ wrote:
[...]any suggestions?[...]
You asked for it...

- Fix relic textures to each one's own.
- Remove vecs that are spammy in narrow corridor environments instead of adding more: ions, troop carriers, minos, etc. are insane to have there. Badgers, railtanks and bios (proper bios, not this badgerfied shit made to amuse simpletons) are sensible choices. Arbalest, unsure.
- Similarly, supernuke's just pointless; remove both base nukes (source of constant spam in middle node fights anyway) and make the low platform one a normal one, just like the ground floor middle one is. CVG still exists in new version? If yes, remove it already or replace it with a more sensible goody (supershield? U.dmg?). Those barrier laying guns could perhaps take on a more important tactical role if placed elsewhere; maybe closer to the outer primaries?
- Why is the gun relic the only one that requires you to take damage to get? Lower both tall crate st.meshes a bit plz so that a simple double jump from the roadblock is enough to reach the relic/turret.
- Is the collision volume now properly synced with its moving st.mesh counterpart or will ppl keep dying randombly while running in the middle corridor because of that?
- Pallies could play a much more important role in this map IMO; why not swap their place with the bases' goliaths?
- Miniguns plz. A few mines too per person (=<4) perhaps.
- More interesting things could be happening on this map's walls. Have you considered using a wider variety of textures (and st.meshes?) or adding a few more particle effects here n' there? Also there's a huge amount of real estate surrounding the supernuke platform that we're paying for (in megabytes and server CPU cycles) but get no use out of. Any ideas on utilizing that space better?

Overall, this seems a very minor update considering what all still needs fixing and how long this map has been in (early?) beta stage. When are we gonna draw the line and make a final poll/judgement regarding the Sektor maps, which ones to keep and which ones to drop? It's been months now. Foibos?
Eyes in the skies.
vk__PM
#39
Dec 29, 2010 2:56 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
That was meant for node1
http://BIT.ly/VKMAPDESIGN


pegasus_PM
#40
Dec 29, 2010 3:04 PM
Non-member Joined: Jun 20, 2009
Posts: 234
I know, that's why I stripped it off its context ^^.
Eyes in the skies.
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