Vultr.com - Instant Cloud Server Deployment
FREELANCER 64 MEMBERS:
Home
Forum
News
Share on Facebook
Share on Twitter
Share on Google+
Forum Home > Maps & mods > ONS-SavoIsland-K
PREV 1 2 3 4 5 NEXT
kentaroPM
#41
May 19, 2010 9:52 AM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
Ahhhh ok^^
Not a problem, it's very easy to do
Ty
crusha_k_roolPM
#42
May 19, 2010 10:05 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Changes so far:

-Sea doesn't disappear anymore and has better performance. It looks very bright from one certain angle, but that can be seen as atmospheric feature.
It also takes much less time to render the sea now. Before I had 9 sea meshes with about 128 triangles per mesh, now the whole sea is one brush sheet that has only 2 triangles.

-Redeemer removed and Supershield went to it's old position on the upper bridge.

-Health pickup in base is now a WildcardBase with either Keg or U-Damage.

-Fixed bug where the big trees where using per-poly collision for ZeroExtentTraces instead of the new collision hull.

-Fixed bug where the sea was "shining" through the leafs of the big trees.

-Replaced Grenade Launchers with Mine Layers because they are more useful. Considering that you go there pretty rarely, that there are only 4 spiders in each Layer and that the Layer needs 30 seconds to respawn and that the Grenade Launcher was damn useless, I think it's the right decision.




I will try to lower the sandbags where it's necessary and move the Hoverboards, but there won't be any new turrets in base.



Oh, and Kent: Your problem with the Hoverboards was, that you placed a Hoverboard Pawn, not an EONSHoverboardFactory. Somehow the factory didn't appear in the ACB, so I copied it from another map and pasted it directly.
Last edited by: crusha_k_rool May 19, 2010 11:22 AM
crusha_k_roolPM
#43
May 19, 2010 12:09 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
kentaroPM
#44
May 19, 2010 1:22 PM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
I have just tested it, and it's nice!
Good job Crusha
foibosPM
#45
May 22, 2010 9:53 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551


This is imo serious problem: There is no other quick way to this node like to 4, only one which can be heavily defended by offending team. Could you add some ladder or tunnel or something to the cliff from core side and create an other way for easier comeback?
crusha_k_roolPM
#46
May 22, 2010 10:21 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
I don't think the problem is so serious. The defenders can use the cliff on the right to easily attack the Node without being hit by enemies on the ground. You don't have a quick jump, but the Node is basically right around the corner of the base. And if the enemy feels save at that Node, then you can still come from behind.

No ladders or tunnels there, sorry.
PREV 1 2 3 4 5 NEXT