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Re: Maps

Posted: August 11th, 2009, 9:48 am
by Nightma12
b0bm3h: where is that?




Thats just normal elevator activity online, thers nothing we can do about it as its just a general bug in renegade.


- The ship map could do with extending down stairs one deck. It's a bit small.
Ive already done this, does it still need extending?
The brick 'cube' thing could do with a solid floor (rockets don't seem to explode on it? Weapons can't be picked up. Can't really see any reason to not just leave it at ground level)
To fix that i woulld have to redo the map, i would probably do it on City or something as its got a flat ground.


- The new one with the tower/obelisk thing and the open area isn't really good IMO, although I haven't really explored it properly, I find it a bit boring. Maybe a brick-maze out on the planes, or something to make it a little more interesting in that sense.
Theres a teleporter in the bottom level of the obelisk that puts mutants up into that long road. Its meant to be a sniper map.

credits are not the problem its the bots themselves, the points you get off of them make it simple for someone going after the mutants to get reaped when they are not hiding
What if i lower the ammount of points that are given out for killing the bots? Id much rather not remve them completely cz imo its what makes the map the map lol.

Re: Maps

Posted: August 11th, 2009, 10:46 am
by Equinox
Nightma12 wrote:b0bm3h: where is that?
Looks like it's in one of the little blocked off 'exits' to the tunnels that loop straight back round. The area with the terminal on the little 45% slope? I might be wrong though.

Thats just normal elevator activity online, thers nothing we can do about it as its just a general bug in renegade.
Damit [/Noob]

- The ship map could do with extending down stairs one deck. It's a bit small.
Ive already done this, does it still need extending?
I haven't been able to play it since the lives bug yesterday really held up the map cycle. Sounds good.

- The new one with the tower/obelisk thing and the open area isn't really good IMO, although I haven't really explored it properly, I find it a bit boring. Maybe a brick-maze out on the planes, or something to make it a little more interesting in that sense.
Theres a teleporter in the bottom level of the obelisk that puts mutants up into that long road. Its meant to be a sniper map.
I found the teleporter, but heh, never really been a fan of sniper oriented maps anyway.

Kthxbye

Re: Maps

Posted: August 11th, 2009, 11:49 am
by b0Bm3h
it is on the nod side of the tunnel exit

Re: Maps

Posted: August 11th, 2009, 12:37 pm
by Equinox
Hmm... Just played the ship map. It's not too bad.

If you do choose to try extending further, there really should be a faster way of getting between bottom and top decks - tend to find that everyone gathers at either end.

Re: Maps

Posted: August 11th, 2009, 5:52 pm
by Nightma12
teleporter anybody?

Re: Maps

Posted: August 12th, 2009, 12:50 am
by Equinox
Nightma12 wrote:teleporter anybody?
Excactly what I was thinking....

Should make an interesting difference. (Screws over the hiders)

Re: Maps

Posted: August 12th, 2009, 9:40 am
by Nightma12
done

Re: Maps

Posted: August 13th, 2009, 1:08 pm
by Equinox
Hmm... Just tried it at last.
(Ship map)

The teleporters work quite well, only problem is that the one on the roof somehow ended up with about five of us stuck inside eachother in a heap. (2 Arrive at the exit at the same time --> they can't move and others pile up as they arrive too.)

Definitely works well though - not so sure about the actual exit on top of the map - may be prone to camping, but I don't think you can shoot through the roof anyway.

Screenshot, not very clear, but I'm actually inside another Mutant and (2?) GDI - I play in first person view, btw. Because I'm special like that.

Heh. Just trying to help.

Re: Maps

Posted: August 13th, 2009, 2:12 pm
by Nightma12
Definitely works well though - not so sure about the actual exit on top of the map - may be prone to camping, but I don't think you can shoot through the roof anyway.
No you cant - ill see what i can do about randomizing the spawners when i get back. wont have the time untill i do though (sunday time)

Perhaps i could move that other PT and make the other teleporter spawn in the other opening where the PT is at the moment?

Re: Maps

Posted: August 13th, 2009, 2:50 pm
by Equinox
Nightma12 wrote:
Definitely works well though - not so sure about the actual exit on top of the map - may be prone to camping, but I don't think you can shoot through the roof anyway.
No you cant - ill see what i can do about randomizing the spawners when i get back. wont have the time untill i do though (sunday time)

Perhaps i could move that other PT and make the other teleporter spawn in the other opening where the PT is at the moment?
Would I be right in saying that the top 'deck' (excluding the roof) has four little 'outcoves' in either 'corner' of the outside walkways which surround the main room.

If so, you have 2 teleporters in one corner at the moment by the looks of it, why not have them (outgoing) in opposite 'corners'. With two inbound teleporters in the remaining two corners, linking to each covered stairway downstairs.

Effectively 1 portal entrance exit --> 1 area.

Gah, I'm trying to make sense. sorry.

But yeah, take your time with it. It's nothing major. (All the more 'free kills' for me. Hehe)