Maps that need work.
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- Posts: 2241
- Joined: Mon Dec 26, 2005 12:00 am
- Xfire: bomzin
- Location: Layton,Utah
Just get rid of that freaking SpMa on Spiff and would be fine . It is to overpowering for that map and I really get sick of hunting it down when my team is behind. It can be anywhere on the map and pert near hit anywhere.

actually what you should do is raise the fog level. as is the fog ceiling is so low that even a low arc on the projectiles make it impossible to see coming till it is too late. plus you cant see the camera from below but the camera can see down.DW_Bomzin wrote:Just get rid of that freaking SpMa on Spiff and would be fine . It is to overpowering for that map and I really get sick of hunting it down when my team is behind. It can be anywhere on the map and pert near hit anywhere.
I thought the same if the ceiling was maybe lowered some how the camera would be in view more and could be shot downalot more. I dont use and "no fog " hacks so when I use it I kinda have to guess where im shooting or go buy my teammates calls.SweetTooth wrote:actually what you should do is raise the fog level. as is the fog ceiling is so low that even a low arc on the projectiles make it impossible to see coming till it is too late. plus you cant see the camera from below but the camera can see down.DW_Bomzin wrote:Just get rid of that freaking SpMa on Spiff and would be fine . It is to overpowering for that map and I really get sick of hunting it down when my team is behind. It can be anywhere on the map and pert near hit anywhere.
wp
Joe if you lower the PHYSICAL ceiling then you wont be able to the camera as high without actually hitting it. I think not too sure on UEd about that since i dont know hwo to used UEd. But what i am talking about is lifting the fog some. Though this might cause frame rate issues with some people. Not too sure on how to exactly fix things and have good performance from teh map but i am sure that in its curernt state it seems like the fog stats about 30 or 40 feet above the ground and you can have the camera easily 100 feet in the air and no one can ever see that tiny blinking light. (and the measurements in feet are just rough estimates trying to relate it to the real world so dont take them literally)
Both SPMA and pallys on Spiff are just plain wrong IMO. Seriously dudes, try this version...
http://dodue.free.fr/datas/ons-spiffing ... -beta3.zip
Icarus - Needs more flying stuff. And trapped levis = baaaad idea.
http://dodue.free.fr/datas/ons-spiffing ... -beta3.zip
Icarus - Needs more flying stuff. And trapped levis = baaaad idea.
Why? It's a great idea IMHO. It's just that the map doesn't have the usual gameplay.Gorzakk wrote:And trapped levis = baaaad idea.
What is needed is a way of the defending team to comeback, even when pushed to the core. Like a cicada and a pally at the base. And a wall protecting the core from the levi cannon.
Because the person inside the levi often gets bored, gets out, and leaves it to the opposition. I dont think a map should depend on one person willing to sacrifice their game by sitting in a levi that cant actually do anything just so it cant be captured at some point.Benfica wrote:Why?Gorzakk wrote:And trapped levis = baaaad idea.
Ok, let's even assume that the levi is captured at the very worst ocasion. How long would it last with tons of people spawning at the core? Now with a cicada.Gorzakk wrote:Because the person inside the levi often gets bored, gets out, and leaves it to the opposition. I dont think a map should depend on one person willing to sacrifice their game by sitting in a levi that cant actually do anything just so it cant be captured at some point.Benfica wrote:Why?Gorzakk wrote:And trapped levis = baaaad idea.
And on the common case, there is enough time for someone to get ready when the team knows the primary will be vulnerable. If crap happened, the captured levi goes down in no time, with team communication
But that's me, I like different gameplay, assimetric maps, etc...