Pedestal & Other Tomb News Options
GrUmPy
#1 Posted: : Tuesday, September 05, 2006 6:44:08 AM
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The fix for the issue of the crossbow not re-spawning has failed to work on during the first test. I have sent information to the person who made it for us and hopefully we will have another go at putting the bow back into the game here soon

Hopefully getting the bow back into the map for the full game will help with all the many complaints I have hard about pedestal being so bare of weapons. I just wanted you guys to know that I am listening to those suggestions so please keep em up.

I am very pleased to report that the newest version of Snooch's Hot Topic is going to get a trial run in the regular map cycle. This map has come along very nicely and I cant really see anything more that can really be done to it. This is also a reflection of the map gaining popularity with the people who really drive what we play here and that is you guys.

Also our very own Awww Shit is making his Tomb debut today with dom_glassworks_b1. This map has not seen allot of traffic yet but seems to be very well accepted by the people who have seen it on the test server. It is on the votelist as of today so if you get a chance give it a vote and check it out. We are really excited about finding out what the public in general thinks about how well Aww has done with this very fascinating  map.

Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
Elf
#2 Posted: : Tuesday, September 05, 2006 7:26:18 AM
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Hey Grumpy,

That's great news that the crossbow problem is being resolved. Personally I never found it to be much of a problem as the shotgun+pistol was usually enough :p Can't wait to see glassworks either.

-elf
llenta
#3 Posted: : Tuesday, September 05, 2006 8:53:08 AM
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Elf- the crossbow issue has not been fixed yet.

as much as i hate that level, i can probably fix it if the person who made it gives permission.   i bet it has the same problem that a few of my earlier ports had with the weapon spawning.  since its only 1 weapon, it should be an easy fix. 

GrUmPy
#4 Posted: : Tuesday, September 05, 2006 9:00:20 AM
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The crossbow fix now works. A very big thank you goes to King on this one.

Now that Glassworks has seen some actual gameplay I think there is going to need to be some further revision of this map. The mazes on either side are quite long with very limited entrances. THe flag carrier can simply run down these passages and there are very few  options to cut him off. Also if if just stands in the middle he can see someone coming in from either end and simply run the other direction. I think breaking the maze up into smaller segments with more entrances will take care of this.

Another issue is I think the Sniper rifle is spawning too quickly. There were a number of people who just stood around on the upper level and sniped anybody they saw.

I am sure others will have more to add as then map beings to distribute.

Once Known as Grumpy... Oh hell lets face it... I have and will always be Grumpy
Elf
#5 Posted: : Tuesday, September 05, 2006 9:40:16 AM
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Hehe I think Grumps might be referring to me about the sniping :p I noticed that the pedestal crossbow issue was resolved when we played it earlier, which is always good news. I agree with Grumps about the possibly mods for glassworks, but may I also suggest that the glass not be bulletproof? That may also help with the flag carrier hiding in the maze.

-elf
King Gojinn
#6 Posted: : Tuesday, September 05, 2006 10:22:32 AM
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Elf wrote:
Hehe I think Grumps might be referring to me about the sniping :p I noticed that the pedestal crossbow issue was resolved when we played it earlier, which is always good news. I agree with Grumps about the possibly mods for glassworks, but may I also suggest that the glass not be bulletproof? That may also help with the flag carrier hiding in the maze.

-elf


Glass=NOT bulletproof. In fact it can pierce several panes of it and still hit you. Need a headshot to toally overcome someone though, cause usually they have enough time to charge up.

Pedestal - I DID IT I DID IT I DID IT! WOOOO! I was real worried my fix wouldn't work, but it did. Ammo tends to roll away, but since it's on the Tomb I'm not gonna bother fixing such a small issue that won't even affect gameplay. I seriously doubt anyone REALLY using it will survive long enough to fire ten bolts and reload.

Grumpy wrote:

The crossbow fix now works. A very big thank you goes to King on this one.

Now that Glassworks has seen some actual gameplay I think there is going to need to be some further revision of this map. The mazes on either side are quite long with very limited entrances. THe flag carrier can simply run down these passages and there are very few  options to cut him off. Also if if just stands in the middle he can see someone coming in from either end and simply run the other direction. I think breaking the maze up into smaller segments with more entrances will take care of this.

Another issue is I think the Sniper rifle is spawning too quickly. There were a number of people who just stood around on the upper level and sniped anybody they saw.

I am sure others will have more to add as then map beings to distribute.



Your Welcome, and thanks for the compliments.

As for Glassworks, it's a great map... if you have the flag.

No seriously though, it is awesome fun. I agree totally with the maze thing because when we played it, thats what I did. Took the flag, pulled out my mag, and hid in the middle. I moved around to avoid sniper shots, and kept a lookout. Someone showed up, and I darted the opposite way, across the map, and into the other one. If people planned traps it'd be one thing, but chasing is usually what happens so there'll have to be a fix there.

As for the sniper, you CANNOT in the mod yet get ammo from a weapon pickup, so they have 4/5 shots (I think 5, 1 readied and 4 reload) and then they have to move on IF the other sniper or people lobbing grenades don't get him first. 2 on 2 isn't a very perfect test for this map because of that.

If we got a full 10 v 10 on it or something, this map would be anarchy and alot less hiding and more running. There'd be less sniping, and alot more chasing too lol.


BTW- Grumps, did you get trained by termiNADEr? Those were some nice nade kills today

llenta wrote:
Elf- the crossbow issue has not been fixed yet.


Done.




[20:39] {pDs} t3h Cam3l: hey craig, how do i set up a private server?
[20:40] {pDs} t3h Cam3l: i want to teach my gf how to play and the crypt was empty but its starting to fill
[20:40] ҜịηĢ ĜŏĵÏŅņ: Fail.
Business
#7 Posted: : Tuesday, September 05, 2006 11:23:31 AM
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On the note of pedestal -

Im making a beefier version for when the Tomb has some heavier traffic, but I'm putting my own little twist on it. Imagine if you could Super Mario Party, Killbox, and that part from the movie Shazaam where candy rains from the sky.


GOJINN - Select the crossbow ammo, Ctrl+M, 'Z', 90, Enter. No more rolling away crossbow ammo.
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Bike
#8 Posted: : Tuesday, September 05, 2006 11:25:03 AM
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I've suggested this a few times, but it seems to be a popular preference amongst other servers as well to enable arena mode for small maps such as pedestal1/2.  Doign that would give everyone xbow's anyway.

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King Gojinn
#9 Posted: : Tuesday, September 05, 2006 7:33:04 PM
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As much as this would be interesting, it seems lame. It defeats the difficulty. Half the battle is getting to a weapon and the rest is keeping your health up enough to fight to the flag. Enabling those weapons instantly means mags/snipers and you know there'd be camping. Good idea, bad in practice.




[20:39] {pDs} t3h Cam3l: hey craig, how do i set up a private server?
[20:40] {pDs} t3h Cam3l: i want to teach my gf how to play and the crypt was empty but its starting to fill
[20:40] ҜịηĢ ĜŏĵÏŅņ: Fail.
craig713
#10 Posted: : Tuesday, September 05, 2006 8:23:02 PM
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grumps+cooked nades=ownage
Dick Cheney's Mechanical Heart
#11 Posted: : Wednesday, September 06, 2006 11:52:02 AM
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craig713 wrote:
grumps+cooked nades=ownage


me+cooked nades=suckage

I don't know what the deal is but I just can't get the timing down. I'm finally getting good at wall jumping, and can usually rock the mag now too - baked nades though :(
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Killing people is good therapy.


llenta
#12 Posted: : Wednesday, September 06, 2006 12:23:23 PM
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im getting the pretty good at the mag too.  i like it, its a 1 shot kill if you hit the head.
{pDs} Aww
#13 Posted: : Wednesday, September 06, 2006 12:40:20 PM
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King Gojinn wrote:

As for Glassworks, it's a great map... if you have the flag.

No seriously though, it is awesome fun. I agree totally with the maze thing because when we played it, thats what I did. Took the flag, pulled out my mag, and hid in the middle. I moved around to avoid sniper shots, and kept a lookout. Someone showed up, and I darted the opposite way, across the map, and into the other one. If people planned traps it'd be one thing, but chasing is usually what happens so there'll have to be a fix there.

As for the sniper, you CANNOT in the mod yet get ammo from a weapon pickup, so they have 4/5 shots (I think 5, 1 readied and 4 reload) and then they have to move on IF the other sniper or people lobbing grenades don't get him first. 2 on 2 isn't a very perfect test for this map because of that.

If we got a full 10 v 10 on it or something, this map would be anarchy and alot less hiding and more running. There'd be less sniping, and alot more chasing too lol.


I have an update for you here. http://www.wdfnews.com/forums.aspx?g=posts&t=1863

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