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Posted: Sat Aug 05, 2006 9:47 pm
by DW_ToxicWaste
WailofSuicide wrote:The map's asymmetrical but I kind of like that - There are small nuances to playing on each side. The middle node is slightly more protected from the bottom side, so that's a minor grievance, but I'm okay with the map as-is. Only things I'd really like to see are getting rid of the redeemer, getting rid of the spider mines, and bulking up on the weaponlockers (cores and primaries).
+1

Posted: Sun Aug 06, 2006 11:57 am
by SweetTooth
dreamus is a bad map PERIOD. It is like Primeval but gayer imo. I never understood why people would play it. I would love for someone to enlighten me.

Posted: Sun Aug 06, 2006 12:41 pm
by Gorzakk
SweetTooth wrote:dreamus is a bad map PERIOD. It is like Primeval but gayer imo. I never understood why people would play it. I would love for someone to enlighten me.
There are very few truly bad maps. Everyone will like something, and everyone will hate something. Its REALLY hard to make a map that people will like and every new creation runs the risk of not being as popular as the ones you made before. This particular map has a lot of things going for it though if you like the style - some really good scorpion and hellbender action, spammy, small, lots of action. Contrast with something like Dryice where you can spend 40 seconds or more doing nothing but driving to a node, only to die in 5 seconds and have to do it again. Different people like different things.

I could quickly and easily knock up a Dreamus-SVA with no changes other than beefy lockers, less mines and Target Painters rather than Deemers. I think this would improve the map a lot. Anyone want me to proceed?

Posted: Sun Aug 06, 2006 1:14 pm
by DW_WailofSuicide
Gorzakk wrote: I could quickly and easily knock up a Dreamus-SVA with no changes other than beefy lockers, less mines and Target Painters rather than Deemers. I think this would improve the map a lot. Anyone want me to proceed?
I think that'd be cool, although I have to admit I've been hoping to incorporate some of my (and others') weapon/vehicle modifications on the map.

Examples:

I've got a modified Spider Mine Layer that lays Spider Mines that only actively attack vehicles. This solves my main issue with them in that people use the Spider Mines as some auto-homing rocket-launcher.

A grenade launcher that fires 20% faster but does 20% less damage per grenade - Grenades also fly faster. I feel this makes the grenade launcher a more viable weapon overall.

An improved BioRifle with 4-5 different firemodes*: Single shot, charged shot, charged shot spread, +Long Range Targeting mode, Altfire Biogoo stream. *Still have some modifications to do on this one, but everything works at the moment except the Altfire and some visual effects.

Fraghouse Ripper - Not sure how well this would work on this map but it's another option to bulk up the weapons lockers without just throwing a Flak/Shock into every locker.

Posted: Sun Aug 06, 2006 1:53 pm
by Namu
Do it gorz!

Posted: Sun Aug 06, 2006 3:48 pm
by Gorzakk
WailofSuicide wrote:
Gorzakk wrote: I could quickly and easily knock up a Dreamus-SVA with no changes other than beefy lockers, less mines and Target Painters rather than Deemers. I think this would improve the map a lot. Anyone want me to proceed?
I think that'd be cool, although I have to admit I've been hoping to incorporate some of my (and others') weapon/vehicle modifications on the map.

Examples:

I've got a modified Spider Mine Layer that lays Spider Mines that only actively attack vehicles. This solves my main issue with them in that people use the Spider Mines as some auto-homing rocket-launcher.

A grenade launcher that fires 20% faster but does 20% less damage per grenade - Grenades also fly faster. I feel this makes the grenade launcher a more viable weapon overall.

An improved BioRifle with 4-5 different firemodes*: Single shot, charged shot, charged shot spread, +Long Range Targeting mode, Altfire Biogoo stream. *Still have some modifications to do on this one, but everything works at the moment except the Altfire and some visual effects.

Fraghouse Ripper - Not sure how well this would work on this map but it's another option to bulk up the weapons lockers without just throwing a Flak/Shock into every locker.
Custom weaps? Hey Toxic how about it? If you can supply the code for me WailofSuicide I'll embed them in with your permission.

Posted: Sun Aug 06, 2006 4:51 pm
by DW_ToxicWaste
As long as all of these mods can be embedded in the map, I'm all for it.

A ripper eh? Might be lots of fun in Bitchslap :drunken:

Rich (TW)

Posted: Sun Aug 06, 2006 5:34 pm
by DW_WailofSuicide
ToxicWaste wrote:As long as all of these mods can be embedded in the map, I'm all for it.

A ripper eh? Might be lots of fun in Bitchslap :drunken:

Rich (TW)
Funny I had the same thought...
Image Edit: Working on getting all the packages and everything consolidated to send over to you Gorz. Will send you some PMs later with more info.

Posted: Sun Aug 06, 2006 6:40 pm
by DW_ToxicWaste
You know, I was talking with Hornet off line, and he brought up some good points. I've had a channge of heart.

Dreamus is too good a map to mess with too much. Dreamus does not need a full makeover. It just needs a little lipstick.

I think we just need to stick with Wail's original suggestions (and get rid of the exploit. PM me if you don't know what it is) and I think that makes this map really great.

So in short, can we limit the mods to:

Beef up the lockers (and with a reasonable amount of ammo)
Get rid of the Deemer (nothing in it's place)
Reduce the number of spider mines
Fix the exploit

Now bitchslap, that's a POS. I don't care what you do with that :drunken:

Rich (TW)

Posted: Sun Aug 06, 2006 7:19 pm
by DW_Cheapshot
Bitchslap, remove the tanks, I think the map
would play much better and not almost always go
into 3 rounds of overtime letting the server choosing
who wins. Cheap