Yeah, I've been working on the next version for a little while now, hopefully will be done in the next couple of days. Mostly been reorganizing the bases and doing some other odds and ends -- Pretty much all the feedback has indicated more vehicles at the bases so added a Manta and another Scorpion there.
Guys at Titan indicated I might be a little stingy with the footsoldier ammo, and since more vehicles are coming into play I'll think about beefing up the lockers as you suggest.
As for that primary -- Adding jumppads to get up on the low mountains there is one thing I'd been strongly considering and will probably do.
ONS-Cosimia
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: As usual...Mr. Hornet sir wants it all! ::ducking:: ;)
Seriously tho'....I do agree with adding the shock rifles and lightning guns...probably both of them at the primaries...and then maybe sprinkling them about individually at the remaining lockers.
Jump pads...yes! Node 8 is a little tricky on foot...especially if someone is manta whoring (or if you add the additional lightning guns, sniping). Somewhat annoying to respawn at nodes, find there's no vehicles and then having to hoof it a goodly long way to get back into action. Particularly since you have to follow such a defined path on this map(unless you changed the topograhy radically...I don't recall that many spots where you can climb up and over those ridges/mountains)...I'm not sure about placement though...I'm pulling this stuff outta my tired, stressed brain cells...and can't remember exact node layouts...sorry! :\
Far as the domes over the nodes go...I'd leave them in place. That's part of what makes this map a little more challenging in that they provide cover and you can't easily just blast the dickens out of the nodes from a distance...not knowing how far down a node is invites you to get more up close and personal with anyone who's defending. :blackeye:
As always...my 2 cents...
KKat
Seriously tho'....I do agree with adding the shock rifles and lightning guns...probably both of them at the primaries...and then maybe sprinkling them about individually at the remaining lockers.
Jump pads...yes! Node 8 is a little tricky on foot...especially if someone is manta whoring (or if you add the additional lightning guns, sniping). Somewhat annoying to respawn at nodes, find there's no vehicles and then having to hoof it a goodly long way to get back into action. Particularly since you have to follow such a defined path on this map(unless you changed the topograhy radically...I don't recall that many spots where you can climb up and over those ridges/mountains)...I'm not sure about placement though...I'm pulling this stuff outta my tired, stressed brain cells...and can't remember exact node layouts...sorry! :\
Far as the domes over the nodes go...I'd leave them in place. That's part of what makes this map a little more challenging in that they provide cover and you can't easily just blast the dickens out of the nodes from a distance...not knowing how far down a node is invites you to get more up close and personal with anyone who's defending. :blackeye:
As always...my 2 cents...

KKat
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
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Yeah, you're referring to the Tank primary. I was intentionally restricting the weapons you could put into play from that node since the next node in the outer chain would be easy to pin down with the tank and I didn't want to make it more painful for anyone trying to hoof it up from that node.DW_Hornet wrote:Its not that your stingy with ammo, its that you there isn't a variation of weapons to choose from that is my problem. IIRC there were nodes with only mini, link, and rockets.
I am probably going to throw a Paladin down there and otherwise look into making that node less problematic for people spawning there. That should allow me to give a little more to the Tank lockers.
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I don't mind the domes over the nodes, it's just that it covers the health status of the node as well. How you attack or defend a node is frequently dictated by the amount of health it has left.
Rich (TW)
Rich (TW)
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Tis true.... :)ToxicWaste wrote:I don't mind the domes over the nodes, it's just that it covers the health status of the node as well. How you attack or defend a node is frequently dictated by the amount of health it has left.
Rich (TW)
...and alas I am separated by a lengthy distance from my UT bible "Mastering Unreal Technology"...and there's no way my old brain could memorize 900+ pages!!
But if you raise or remove the domes altogether it would change the sight lines and gameplay...Wail..is there a way to make them semi-transparent??? Hopefully without having to rebuild them from scratch? Or change the object height so that the health indicator would be above the dome? Sorry guys...I know I'm just throwing stuff out there...can't remember half the stuff I should these days... :\ I'll be still now...and let ya get on with it!
KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
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Regarding the node caps, I'm very reluctant to change them.
It's a valid complaint to say that you can't see the node's health, and also that they might be a bit too protective of the nodes at range. If there were something I could do to make node health visible without removing the caps altogether, or without having to remake the static mesh from scratch in Maya, I'd probably do it. As is, raising the caps so that their health is visible would ruin their value in protecting the floating upper portion of the node, and recreating the thing in Maya is unlikely at this point.
I've probably got 2-3 versions left before this thing is in a finalized tweaking-only state. If there are major complaints and gameplay concerns continuing through those versions I'll look into some alternatives.
It's a valid complaint to say that you can't see the node's health, and also that they might be a bit too protective of the nodes at range. If there were something I could do to make node health visible without removing the caps altogether, or without having to remake the static mesh from scratch in Maya, I'd probably do it. As is, raising the caps so that their health is visible would ruin their value in protecting the floating upper portion of the node, and recreating the thing in Maya is unlikely at this point.
I've probably got 2-3 versions left before this thing is in a finalized tweaking-only state. If there are major complaints and gameplay concerns continuing through those versions I'll look into some alternatives.
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New version, Cosimia-32pRC0i, available
-Removed minelayer at cores, replaced with GL
-Altered base layout, vehicle loadout, etc. - Highly susceptible to change.
-Added jump pads for on-foot shortcut traversing Base to Paladin primary
-Added LtG to Tank primary, reduced Avril ammunition
-Added Shock to Paladin primary
-Replaced Cicada at 1&2 with Paladin, added turret, jumppad
-Some general minor aesthetic improvements
-Removed minelayer at cores, replaced with GL
-Altered base layout, vehicle loadout, etc. - Highly susceptible to change.
-Added jump pads for on-foot shortcut traversing Base to Paladin primary
-Added LtG to Tank primary, reduced Avril ammunition
-Added Shock to Paladin primary
-Replaced Cicada at 1&2 with Paladin, added turret, jumppad
-Some general minor aesthetic improvements
wail get on xfire sometime and sorry i havent been around Gears of War is too pro to put down lol.
a thought on the domes over the nodes. thought about raising them up just a little? those caps are just attached to those arms that attach to the walls. maybe move them up the walls just slightly. i might be wrong on this since i have more GoW is my head right now but i will look again tomorrow since i have a lot of free time then.
a thought on the domes over the nodes. thought about raising them up just a little? those caps are just attached to those arms that attach to the walls. maybe move them up the walls just slightly. i might be wrong on this since i have more GoW is my head right now but i will look again tomorrow since i have a lot of free time then.