
Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 22, 2011 04:27 PM
Msg. 981 of 1498
Quote: --- Original message by: lolgrunts You judging based on incomplete information. So why should your judgement be taken seriously if it only takes into account a portion of the big picture, and regarding the unknown as simple "0"? Sadly for once I have to agree with grunts. Lode Mann you are being an idiot about this. Every one is entitled to their own opinions. In the end it is only Gonzo's opinion that actually matters as far as this map goes. He is doing what he can to get the best of the CQB and the Sniper elements into the map (or so I gather) so for most people it won't matter. And Gonzo I am guessing that there most likely IS a way to have invisible barriers or kill barriers to lock players into certain areas on certain modes. Fairly sure anyway.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Sep 22, 2011 04:29 PM
Msg. 982 of 1498
Skidrow you clearly did not read my post. Then again you're the same guy who said anyone could easily make something as good or better than lumoria, so there goes your credibility out the window.
If any more members wish to call me an idiot in public you might want to take it to xfire instead.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 22, 2011 04:32 PM
Msg. 983 of 1498
I would gladly discuss this via xfire. Just accept my invite I sent. As you removed me anyway.
And in regards to lumoria I was not referring to the actual BSP's. Only other things which I will only discuss on xfire.
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nathanallan
Joined: May 7, 2011
I play as Pier_Solar3
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Posted: Sep 22, 2011 04:42 PM
Msg. 984 of 1498
Wow, this is one nearly-derailed topic.
Show support and let him finish already. Encourage him, arguing will only slow it down.
Sounds awesome, man! If I had any programming skill I'd be offering to help, but I know a bit of basic and some batch in Unix, that's about it.
But it sounds really interesting, and can't wait to play it :)
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Sep 22, 2011 05:15 PM
Msg. 985 of 1498
Quote: --- Original message by: Skidrow925 I would gladly discuss this via xfire. Just accept my invite I sent. As you removed me anyway.
And in regards to lumoria I was not referring to the actual BSP's. Only other things which I will only discuss on xfire. Neither was I. And sorry no, I don't talk to people on xfire who post heavily edited chatlogs.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 22, 2011 05:52 PM
Msg. 986 of 1498
Quote: --- Original message by: TM_updatesQuote: --- Original message by: Skidrow925 I would gladly discuss this via xfire. Just accept my invite I sent. As you removed me anyway.
And in regards to lumoria I was not referring to the actual BSP's. Only other things which I will only discuss on xfire. Neither was I. And sorry no, I don't talk to people on xfire who post heavily edited chatlogs. It wasn't edited except to remove profane language used by you. However it would not have been changed at all if this forum allowed profanity... But that I will PM you about... Back to the topic.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Sep 22, 2011 06:05 PM
Msg. 987 of 1498
Holy cow. Let me clarify:
TM: my statement that I am good at MP maps is, for the moment, overstated. I have not released any MP maps, so technically speaking, I have no real MP experience. However, on the other hand I have put a lot of thought into the design of my map. I have plenty of multiplayer experiences in all Halo games, so I have quite a pool to draw from. What you see is the best of my work (for the most part). What you read is mostly the best of my work. But you did not see what went on behind the scenes as I designed my map. That said, I apologize for appearing conceited or boasting. I am certainly good at making maps and thinking about the big picture, and when I release this, we shall see how much all my effort and work pays off.
Also, this is nonetheless a good MP map in my opinion. Competitive? Eh, maybe not so much. We'll see. Don't mistake my intentions and statements here as desire to make a map that is competitive. It's designed for the strategic mindset, hence its size and palettes. This map is of a different genre, but is still MP. If you don't like it, fine. But please quit complaining about gameplay and other things unless you have legit tips or suggestions (preferably expressed neutrally), because to me, it just looks like you're trying to express your dislike rather than convey methods of improvement.
Everyone else: thanks for sticking up for me. All of you put up good arguments. I'm sure there is questionable logic and reasoning to be found in all of them, but they nonetheless made a point.
Let me once again clarify: I am confident in my abilities to produce quality MP maps. Using Requiem as an example, I not only design something pretty and amazing to look at, but also tailor it to have a bit of a competitive edge (not so much as stock maps) and provide strategic options to players. I also consider things like camping, noobing, and other styles that would adversely effect maps. All this is rolled into a map I hope will be well-received by the community. Does this mean I am and/or will be good at making MP maps? No. Not until Requiem is released and I get positive feedback (if I do). Only time will tell. Do not mistake this as boasting. It's more like a quality assurance guarantee that can only be verified once you actually have access to the product.
Hopefully this clarifies all the warring that is currently taking over my thread? If not, do tell me.
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Sep 22, 2011 06:20 PM
Msg. 988 of 1498
Gonzo, I wish you the best of luck with the rest of the development of Requiem and your future products and apologise for unintentially having caused a derail of your thread.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Sep 22, 2011 06:28 PM
Msg. 989 of 1498
Thanks. I appreciate it.
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Aesthetics
Joined: May 3, 2011
A generally negative synonym for jötunn
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Posted: Sep 22, 2011 06:49 PM
Msg. 990 of 1498
These kind of posts have NO place here! Keep your nonsense for yourself kid! Modifying xfire convos just shows what you're capable of, but don't worry we all know how disreputable you are. I'm assuming you will make a brainless reply, but just use PM. Quote: --- Original message by: Skidrow925 I would gladly discuss this via xfire. Just accept my invite I sent. As you removed me anyway.
And in regards to lumoria I was not referring to the actual BSP's. Only other things which I will only discuss on xfire.
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Switchblade
Joined: Jul 3, 2007
"Do you believe my threat is ended with my death?"
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Posted: Sep 22, 2011 08:39 PM
Msg. 991 of 1498
At CAG Gonzo:
As far as all of the random arguments are concerned; if i were you, i'd take them as a very large complement seeing as you now have so much attention being paid to this map. That being said, i hope you continue pushing forward on this project.
As for the game play issues and "noobery tactics"... i believe i can help you out in this particular department seeing as thus far, i have been called "noob" in just about every single mp map i've ever played in at one time or another. I'll be honest here; my weapons of choice are usually the heavies (pistol, rockets[when im out of ammo or the enemy is simply really annoying me], sniper [if i get bored], and fuelrod [only when dealing with someone trying to make a Spartan pancake with a warthog]). That being said, i usually keep to close quarters combat so hallway camping will be tested. I also (on larger maps like this) love a good vehicle fight (i was the one who discovered extinctions pelicans' invulnerability angle, as well as the one that pisses off everyone in blood gulch with my bulletproof tank gag). So needless to say; your map will be tested from all aspects even down to the grenades and viability of using the hills as AA placements. You will be receiving a lot of feedback from me.
I do have some questions about starting equipment: Most standard game types start players with the AR and a pistol; is there any chance of starting off with a modified AR with a secondary fire of a flashbang (using the rocket design from hugess?)? and will the molotov grenades be involved in any part of this map? (i do love the idea of setting a team at close proximity on fire XD)
thats it for now and i look forward to your reply.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Sep 22, 2011 08:40 PM
Msg. 992 of 1498
I am going to assume here that this little "discussion" has been settled and the thread will return to the topic at hand: Requiem - Extinction on Steroids.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Sep 22, 2011 08:46 PM
Msg. 993 of 1498
Molotov grenades? Never heard of them, or a lot of the glitches/tricks/whatevers you just mentioned. To be honest, it's been months since I've been on Halo 1 servers. But we'll keep in contact as testing approaches. I really need to get this stupid thing through tool...technology hates me, though.
Dennis: I would assume so, myself.
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Switchblade
Joined: Jul 3, 2007
"Do you believe my threat is ended with my death?"
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Posted: Sep 22, 2011 08:58 PM
Msg. 994 of 1498
The molotov grenades was introduced in the later halo games but several versions of it have since appeared in maps here on the the site. (none of which i am too fond of) As for tool and technology; think of it as a "special child" it is very good for one particular thing but will fight you till no ends on anything else. XD
PS- its also been a while for me; work and friends have stepped in as well as a few side projects very much halo related but i assure you, my skills are not rusty and my testing methods are still the same.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Sep 22, 2011 10:05 PM
Msg. 995 of 1498
Are you referring to the Brute incendiary grenades?
Edit: I GOT IT THROUGH TOOL! Except for the fact that I have no portals and two shader tags failed to load. But there are NO more geometry errors! This means testing could potentially begin within a month! Ah excitement! Edited by CAG Gonzo on Sep 23, 2011 at 03:39 PM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 23, 2011 05:01 PM
Msg. 996 of 1498
Quote: --- Original message by: Dennis I am going to assume here that this little "discussion" has been settled and the thread will return to the topic at hand: Requiem - Extinction on Steroids. Not settled but moved to PM's so therefore assuming he doesn't reply on this thread it is more or less dropped. Might as well delete them (the messages that are off topic) for all I care. I have them documented anyway. Just clearing that up. tl;dr it's settled. Anyway, to the important stuffs: Quote: --- Original message by: CAG Gonzo
Are you referring to the Brute incendiary grenades?
Edit: I GOT IT THROUGH TOOL! Except for the fact that I have no portals and two shader tags failed to load. But there are NO more geometry errors! This means testing could potentially begin within a month! Ah excitement! Edited by CAG Gonzo on Sep 23, 2011 at 03:39 PM I think he does mean the brute firebombs. Those are fun. Also VERY VERY glad to hear that you got it through tool finally. Shaders aren't hard to fix. Good luck mate.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Sep 23, 2011 06:12 PM
Msg. 997 of 1498
One of my bitmaps became corrupt. Not sure how that happened, but I fixed it. All I have left it seems is the construction of portals, which I have never attempted before. I need to find a good tutorial first, as the HEK guide is disappointingly bare.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Sep 23, 2011 08:42 PM
Msg. 998 of 1498
Someone linked me to this the other day, oh yea , it was rambo. http://www.youtube.com/watch?v=3SqygQGcPgU
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Sep 23, 2011 08:56 PM
Msg. 999 of 1498
It only helps a bit. It doesn't cover errors, which it seems everyone ends up getting.
Let it be known that the map has no geometry errors and only a few coplanar warnings. Until I can figure out what to do for portalling, I'll be cleaning the map up: fixing mapping errors, aligning vertices for better smoothing, doing once overs around the bases, etc. I also need to get the water, bridge arms, and wall in, but I'll figure that out later.
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Switchblade
Joined: Jul 3, 2007
"Do you believe my threat is ended with my death?"
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Posted: Sep 23, 2011 09:12 PM
Msg. 1000 of 1498
Out of curiosity; will you be employing the multi-weather triggers into this map (as seen in some of the RPG maps [night, day, rain, etc?]) if so that would be awesome. If the idea of just changing weather conditions doesn't thrill you like adding fog and rain to uber obscure vision then might i toss out there the option of a meteor shower? Timed of course or only implemented on certain game types? this would further eliminate the possibility of snipers camping in the open terrain and force players to move their fights indoors; provided that these "meteors" have impact damage that could either flip vehicles (launching players from them) or simply kill any player outside struck by one. I'm not sure how this sort of thing might be implemented so i'd leave that to the more "experienced" mappers haunting this thread.
On another note aimed at CAG Gonzo, specifically; i have a few map files in my possession from an old project with a few features you may find very useful if not just very entertaining. (IE- a wraith that shoots pinball mortars, a flashlight based "jet pack" as well as a few other modded items). If you are interested let me know via PM. Edited by Switchblade on Sep 23, 2011 at 09:13 PM
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Kal
Joined: Jul 30, 2011
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Posted: Sep 24, 2011 02:00 AM
Msg. 1001 of 1498
Well, I guess I shouldn't procrastinate anymore on my giant suggestions post then. So, Gonzo, I noticed that you were making this a few months ago, but I haven't really posted until now, save for the one about the phantom a while ago. It's nice to see a big map that actually has some thought being put into it in the development process. I don't really have any experience in modding, but I want to help you out somehow, so here's a long list of game play hints taken from other maps that you can hopefully learn from, both good and bad. If a lot of this just seems like me complaining about big maps, well, that's probably true, but trust me in that I really do intend to help you out here. :D First off, when you're placing your flag spawns... http://screenshot.xfire.com/s/112691571-4.jpg PLEASE put them in a flat surface. http://screenshot.xfire.com/s/112691574-4.jpg Seriously. Having this happen sucks.Second, please please please don't make any spawn areas like this. http://screenshot.xfire.com/s/112689539-4.jpgThere is no cover, the weapons scattered around the Spirit are useless on a map as big as this, and it's a long walk back over to the Seraphs/teleporters if somebody took the ghost. Spawn points should allow you to get into the action- In this case, the Seraphs or the sniper points. (The Phantoms as you've mentioned, and arguably the Scarab, are useless.) Third, don't leave in any half-done features like this one. http://screenshot.xfire.com/s/112689551-4.jpgThis is the teleporter under the beam-emitter by the Spirit in the last screenshot. Going through this leads you through here for some reason... http://screenshot.xfire.com/s/112689555-4.jpg(Over a large hole you can easily fall down into and die, seemingly for no other reason than to have the structure inside the beam emitter) Into another teleporter, onto... http://screenshot.xfire.com/s/112689559-4.jpg...This, where you're basically trapped. The only weapons up there are two completely useless Beam Rifles, and here's no easy way to get down other than just jumping. http://screenshot.xfire.com/s/112689566-4.jpg And there's not a lot down there. The closest thing to wherever you land is the teleporter to the also-useless anti-air gun, (Only one of which actually has a ground teleporter for some reason) and other than that you're basically screwed unless you can convince somebody to pick you up. And even if you do decide to walk over to the platform, you're hoofing it over open ground the whole way, a prime target for anyone who happens to notice you. So basically, this is the kind of half-done feature you should try to avoid, if for no other reason than it's a waste of polys and a distraction. Now, if there was some extra ammo for at least one of the sniper rifles and there was something to prevent you from falling off while moving around, especially while scoped, this might be worth using, but as it is, it's totally useless. Another thing, if you're going to make a teleporter network like the one on Extinction... http://screenshot.xfire.com/s/112689611-4.jpghttp://screenshot.xfire.com/s/112689612-4.jpghttp://screenshot.xfire.com/s/112689615-4.jpgFor the love of god, label them. Seriously, I've been playing Extinction for years, and I still haven't gotten the hang of which ones go where. The fact that they seem to be in no logical order only makes things worse. Speaking of teleporters... http://screenshot.xfire.com/s/112692572-4.jpgNote how close to most of the spawn points these teleporters are. This is one of the things Ender really did right. You can oftentimes just pop into either the armory or the sniper spot right out of the spawn if you don't feel like taking one of the aircraft in the hangar right away. Although, these are not all of the teleporters... http://screenshot.xfire.com/s/112689577-4.jpgThis one is all the way on the other end of the hangar, under the closer Longsword, near none of the spawn points. For seemingly no reason. Now considering that this leads to the overbuffed Scorpions and the Mythos this may ultimately be a good thing, but it still leaves many people either completely unaware of its existence or thinking that going there is simply not worth it when the more thrilling option of taking one of the aircraft and either dogfighting or just flying down to the boom. Either way, it's ultimately a waste of data where it is. Still on teleporters... http://screenshot.xfire.com/s/112689583-4.jpghttp://screenshot.xfire.com/s/112689581-4.jpgThese are more examples of pointless rooms. The only thing in the second one is a single, ordinary rocket launcher, and an opportunity to glitch out of the room, and there is literally nothing in the first one. These are perfect examples of pointless rooms that only serve to delay people from doing what they want, i.e sniping, and thus things to avoid. Tl;dr, keep your spawns close to all your teleporters and vehicles, and all your vehicles and teleporters close to your spawns. Nobody likes walking any more than they have to. Keep looking for places for people to snipe like this. On Downflow, there's a large Covenant Super Carrier hovering ominously above the map, and entirely below the height ceiling. A buddy of mine consistently gets good ratios camping on it, so you may want to watch out for spots like this. http://screenshot.xfire.com/s/118099114-4.jpgPlease, if you're going to include things like Longswords as they are on most maps, add a hangar or something for both teams that protects the player/vehicle spawns. Nobody wants to be on the receiving end of this... http://screenshot.xfire.com/s/118107217-4.jpgAside from that, Seraphs and Phantoms just lying out in the open just looks strange, not to mention the Scarab. Miscellaneous suggestions/thoughts: You are inevitably going to get stuck out in the middle of the open, flat terrain at some point. Maybe you press E when you mean to press W in your jet, I don't know. The point is, it's going to happen. I gather that this is what the infamous C4 in Coldsnap was meant to resolve, but as we all know it also works as a handy griefing/cheating tool. I figure there must be a way to facilitate easy self-initiated spawn return without providing every griefer out there with a tool. Maybe see if this can be made into a default weapon or set flashlight to kill the player or something. http://www.majhost.com/gallery/franken-kal-96/Random/backwardsgun.jpgThe point is, is you can solve this problem, your map is sure to skyrocket in popularity. Another problem with such large maps as this is that it takes forever to get anywhere on foot. Maybe if the default walking speed were increased, this would be made easier. After all, we are (Presumably) playing as Spartans, and we all know how fast they can be... Downflow is an awesome big map and you should totally check it out. http://hce.halomaps.org/index.cfm?fid=2052Well, that's it, good luck Gonzo. We're all really hoping you get this map finished. Edited by Kal on Sep 24, 2011 at 03:03 AM
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Sep 24, 2011 05:35 AM
Msg. 1002 of 1498
Um...what 'e said.
PLEEEESE make the covenant side as strong as the UNSC side. This may have been discussed to death already, but it always annoys me how the covenant are suppsoed to be stronger, yet, they set up their camp in the open, put their weps wherever they decide to go to the loo, and place their aircraft out. Its practically a massive, fluro-yellow neon sign at midnight, saying "HYA FELLOWS! WANNA COME OVER AND OWN US? WANT SOME SUGAR WITH THAT TEABAGGING MIX U GOT?"
Plus...
Are you going put in an option for a 'good old fashioned ground assault?' People always underestimate how useful the warthogs can be on extinction. Seriously, 8/10 times on extinction I lead a warthog assault, nobody really notices me. They look at the sky. Strange, seeming how nobody really does in real life when they're looking up. Like, people look in the sky, but they never look directly 'up.' Strange.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Sep 24, 2011 05:48 AM
Msg. 1003 of 1498
May I point out that the anti air turrets on extinction are actually very useful as they can take down enemy flying vehicles with ease. Only snipers can take out a skilled turret user. Also, there actually are two teleporters to them. And the corridors leading to the sniper point on the ship are actually very well done as it prevents snipers from sniping, dying, then just suddenly appearing on the snipe spot again a second later. I've found that enemies have taken some very good time by killing me. They could get a jet in and take the flag before I returned.
Other than that, good spotting Kal. Edited by Jaz on Sep 24, 2011 at 05:49 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 24, 2011 01:44 PM
Msg. 1004 of 1498
Also the bridge room in the Genocide is how you get on top of the ship. You go through a couple rooms and get to the top. And the covie tele's ARE labeled. Look at the floor. They have arrows.
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CAG Gonzo
Joined: Apr 2, 2009
Retreat? Hell! We just got here!
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Posted: Sep 24, 2011 03:29 PM
Msg. 1005 of 1498
Switchbalde: nope. The weather will be consistent.
Kal:
Flag spawns will be inside the respective bases, so they will only be accessible by foot. All spawns will be near structures, and most will be near vehicles. You will see 'useless' crash sites like that, but they exist to provide weapons and vehicles to the unfortunate who ditch their aircraft or are otherwise in the middle of nowhere. All teleporters will be intelligently linked, and most (if not all) will be two way. I'll do my best to make labels for them, but I'll need to make custom ones for the majority of them. The idea of my teleporter network is to provide an alternate route for those who can't/don't want to take to the skies or use a Hog. They allow access to both bases, the minimap, and addendums, though you do have to travel to get to each node. On teleporters, there are two in red base, two in blue base, two on each side of the minimap, one in red's addendum, four in blue's (I haven't finalized this, however), so there is easy access from a variety of locations. However, most of what players will need/want is accessible without using the teleporters (i.e. weapons and vehicles). I'm taking great care to restrict camping grounds. Inevitably there will be some, but hopefully they won't be as immune as your example. This is also why I'm taking a lot away from the snipers as compared to Extinction. Longswords and Scarabs are being nerfed. There will be no nuke; instead, skilled pilots will be able to release a volley of dumb bombs on their enemies. The main cannon, which is currently rockets, will instead be switched to large caliber guns. I'm thinking a pair of 105's will do nicely, firing alternately (if I can, as with the Ghost in Halo 2 and up) at about 2 rounds per second. The force will be minimal, but damage will be fairly high.
Scarabs will be a bit faster, their weapon will be more balanced, and the secondary weapon will be enhanced. Your idea for an evac script is intriguing, but I fear it would see the most action when someone is about to die, say a Longsword is heading for them, not because they're stuck in the open. My solution? Vehicle depots (the crash sites mentioned earlier). If you aren't near one, well, tough bananas. I want to put in sufficient vehicle spawns, but I'm not about to place them every 100 meters. All in all, I'm putting a lot into gameplay predictions to try and alleviate stress. Ultimately, however, the testing phases will perfect it.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Sep 24, 2011 05:48 PM
Msg. 1006 of 1498
Will you be adding a way to get on to a scarab once it's moved away from it's main depot?
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Gurdy
Joined: May 22, 2011
ron paul did 9\11
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Posted: Sep 24, 2011 06:48 PM
Msg. 1007 of 1498
is this map even being made or is this just a big idea thread
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Sep 24, 2011 07:02 PM
Msg. 1008 of 1498
Check the first page broski.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 24, 2011 07:07 PM
Msg. 1009 of 1498
Quote: --- Original message by: Gurdy is this map even being made or is this just a big idea thread L2read mate.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Sep 24, 2011 07:19 PM
Msg. 1010 of 1498
Quote: --- Original message by: TielQuote: --- Original message by: CAG Gonzo
Your idea for an evac script is intriguing, but I fear it would see the most action when someone is about to die, say a Longsword is heading for them, not because they're stuck in the open. My solution? Vehicle depots (the crash sites mentioned earlier). If you aren't near one, well, tough bananas. I want to put in sufficient vehicle spawns, but I'm not about to place them every 100 meters.
I think what he was saying is a suicide weapon of sorts other than an easily abused C4, not a magical spell that teles you back to spawn. Though, like he also said making the player go 1.5 times faster or something would help too. Going 1.5 times faster'd be annoying in some areas though so it should be assigned to Q.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Sep 24, 2011 07:24 PM
Msg. 1011 of 1498
Quote: --- Original message by: JazQuote: --- Original message by: TielQuote: --- Original message by: CAG Gonzo
Your idea for an evac script is intriguing, but I fear it would see the most action when someone is about to die, say a Longsword is heading for them, not because they're stuck in the open. My solution? Vehicle depots (the crash sites mentioned earlier). If you aren't near one, well, tough bananas. I want to put in sufficient vehicle spawns, but I'm not about to place them every 100 meters.
I think what he was saying is a suicide weapon of sorts other than an easily abused C4, not a magical spell that teles you back to spawn. Though, like he also said making the player go 1.5 times faster or something would help too. Going 1.5 times faster'd be annoying in some areas though so it should be assigned to Q. Speed scripts for sprinting are only feasable in SP, due to the fact that in MP, when one person sprinted, they all would, thanks to the net code and the inability to find out which player exactly requested the sprint.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Sep 24, 2011 07:31 PM
Msg. 1012 of 1498
Quote: --- Original message by: Spartan 279Quote: --- Original message by: JazQuote: --- Original message by: TielQuote: --- Original message by: CAG Gonzo
Your idea for an evac script is intriguing, but I fear it would see the most action when someone is about to die, say a Longsword is heading for them, not because they're stuck in the open. My solution? Vehicle depots (the crash sites mentioned earlier). If you aren't near one, well, tough bananas. I want to put in sufficient vehicle spawns, but I'm not about to place them every 100 meters.
I think what he was saying is a suicide weapon of sorts other than an easily abused C4, not a magical spell that teles you back to spawn. Though, like he also said making the player go 1.5 times faster or something would help too. Going 1.5 times faster'd be annoying in some areas though so it should be assigned to Q. Speed scripts for sprinting are only feasable in SP, due to the fact that in MP, when one person sprinted, they all would, thanks to the net code and the inability to find out which player exactly requested the sprint. SAPP allows you to give speed to one specific player. And some zombie servers automatically give speed to a specific team.
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Sep 24, 2011 07:42 PM
Msg. 1013 of 1498
Quote: --- Original message by: Tiel Wasn't talking about sprint. Was talking bout making the player speed faster. Just make it 1.5 all around.
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LegionofShadows
Joined: Jul 10, 2011
The Red Pill is strong in this one.
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Posted: Sep 24, 2011 08:31 PM
Msg. 1014 of 1498
Tis gunna be made.
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nick347b
Joined: Jan 27, 2011
Knick | PÕQ Admin
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Posted: Sep 24, 2011 10:41 PM
Msg. 1015 of 1498
I'm guessing it's probably too late to make a suggestion related to map design, more specifically an addition that would, in my opinion, add slightly to the gameplay and spice up a part of the map that has potential for awesomeness.
Edit: Well, not only is it too late, but after looking at your screenshots from a while back for the first time in a couple months, it actually doesn't look very possible anyway without some major changes. Forget it.
Edited by nick347b on Sep 25, 2011 at 04:25 PM
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