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Old 09-10-2005, 10:03 AM   #41
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Quote:
Originally Posted by Scale
id rather say deus ex + tfc + tron + assault maps,

why ns :P its more like tfc with all the diff classes
The classes are nothing like TFC, they are exactly like Tribes. NS because hackers are similar to commanders in a way and because it's not just straight FPS.
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Old 09-10-2005, 10:16 AM   #42
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Originally Posted by SoBe Green
I guess I haven't played it enough. Some of the weapon animations seem buggy and the mapping is just horrible. I could have pulled that map off and I'm by no means any sort of good mapper.
I talked to termi (few of the devs/testers have been hanging around on aussie servers) and he said the simplistic architecture on this map was because of the theme/setting and to keep fps up because there are usually a lot of models on screen at a time.

The mapping isn't horrible, they didn't put in crazy stuff for the hell of it and the props are top notch. Some of the effects are really cool like the Corp spawn portal thing, cyberspace, that implant that overlays a circle that shows you where noise is coming from, cloaking, etc.
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Old 09-10-2005, 11:59 AM   #43
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Like I said I just haven't played it enough. I played some more not long after making that post and while some of the rooms feel too "emtpy" (mostly the outside part) the map isn't too horrible.

My main problem is that I still have no idea what I'm doing other than walking through doors until someone is in front of me to shoot.
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Old 09-10-2005, 12:12 PM   #44
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Just play it more and you should work out the map. Helps when you play with people who know what they're doing too.
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Old 09-10-2005, 06:04 PM   #45
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I can see why they kept some areas plain, and over all, this plain look works well. However, it looks to me like a good HL1 mapper made this map - it just isn't properly taking advantage of some Source features. This is most evident in the "docks" area - the mapper tried to do a number of details that would just be better as props. For example, the "ruined bridges" look pretty bad; the two cylinder brushes that are supposed to be bringe supports don't look right. Also, the glass atrium screams HL1.

Plus, I really don't like the abundence of ladders on that map. One or two, like the one on the access hatch is fine, but I really don't like all the ladders in the spawn. A futuristic "push" lift would fit the setting, and be much less annoying.

Most of the weapons are quite fun to use, but they've got a long way to go to be balanced. The spin-up time on the Heavy minigun is horrendous; a TFC HW would kick his ass The spider mines are a nice touch though.
The GL seems a bit laggy, for some reason. Of course, there was only about 2 good servers when I was playing, so that might have been a factor. The shotgun, while very fun, is extremely powerful. Probably a bit too powerful; with cloaking, I can steak up on a heavy and take him out before he really has a chance to defend himself.

Finally, the sliding doors are kind of buggy/laggy.

Now, from all this negativity, you'd think I hate the game. Which is very far from true
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Old 09-10-2005, 09:02 PM   #46
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My only gripe is the cyber fighting. I think it has more potential and room for improvement.
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Old 09-10-2005, 11:09 PM   #47
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It's alright, mapping leaves a lot to be desired and the models look like combine soldiers with bits tacked on.
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Old 09-11-2005, 03:47 AM   #48
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Alright. I only played about 10 minutes, it's all the time I had

I spent the time playing around with different classes and implants. I never got into cyberspace though

Still not quite sure what's going on. I just run around and shoot blue guys.

I found that the simplicity of the maps didn't bother me at all, as I was quite content with the gameplay.

I like the boxes around the guys

I like the guns, and the animations, but they still have that distinct "mod" feel, i.e. the arms are kind of stretched, and the guns look quite small at the end.

My only real gripe aobut the game so far is that when I'm using thermal vision, I can't tell who's on my team.

Like I said, I've yet to play a complete game.
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Old 09-11-2005, 04:26 AM   #49
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A light with a cloak + shotty + energy upgrade = way too powerful. The implants to counter cloaking generally suck. Both the Sound and Thermal implants are too distracting. The Scan implant is good, but it can be misleading. Plus, the cloak lasts for up to 75 seconds, and you can completely ignore the turrets.

Still, all these can be easily tweaked; they're good ideas, just not currently balanced.

My biggest gripe, is that "shift + f2" brings up the Steam demo menu. Since I have shift set to duck, and f2 for cloaking... heh.
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Old 09-11-2005, 05:40 AM   #50
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Its an awesome game. A must have. Can't wait for the real thing.
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Old 09-11-2005, 06:42 AM   #51
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All you peeps trying to figure out the course of the map, you can touch up on this page.

http://dystopia-game.com/newplayerguide/#vaccine

also good tut for hacking for those who haven't figured that part out.
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Old 09-11-2005, 07:31 AM   #52
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I released this game on my site about 1-2 hours ahead of the scheduled release time (which they said was ok to do) and have been playing it for a good while now. A few things you should watch out for:

Server Crashes, Client Crashes (Due to memory errors), Doors misaligned, (DO NOT hold e while getting ammo, you will crash your game), binding implants to numpad keys = game crashes, exiting cyberspace can sometimes make your "real world" screen sideways

The team already knows about the above problems (some of which are source problems that they cannot fix) as well as a few spelling problems that are in the game.

As far as the gameplay, I really like the game thus far, its quite diffrent from other games that i've played. (And yes, there are exploits [which I won't get into] that can be very annoying from certain players, remember the best thing to do is ignore it and find another server.

Any of you wishing to try out the game, you can download from my site here: (US based, 300kbps+ normal DL speed) http://www.hlevolve.com/index_x2.php...s.php?f_id=244

And no, if they charge for this game after they "officially" release the full version, I do not plan on purchasing it. Don't get me wrong its a fun game, but they have ALOT of work to do before it should warrent cost.

See you on the game!
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Old 09-11-2005, 02:46 PM   #53
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Quote:
Originally Posted by Jiggles
A light with a cloak + shotty + energy upgrade = way too powerful. The implants to counter cloaking generally suck.
Not really, if you have good aim and a good eye you can spot/dm them pretty easily. Shotty isn't that great unless they can get up close and use the mouse2 fire thing (still takes like 3 or more of them to kill a heavy, gotta reload for that though iirc).
Balance might seem weird because people are new to the game (like hwg being overpowered in tfc to newbies, when any good player can work around the flaws of the class). If anything I don't want them to dumb it down.

Quote:
Originally Posted by Jiggles
My biggest gripe, is that "shift + f2" brings up the Steam demo menu. Since I have shift set to duck, and f2 for cloaking... heh.
Heh happened to me a bit too ;|
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Old 09-11-2005, 03:13 PM   #54
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I really dig this game, but there are a few annoying issues. Apparently theres an animation bug, every now and then the game just crashes when im playing heavy. This happens 'occasionaly' according to a post on their forums but I've had this happen quite a lot unfortunately =/
Another thing, that is probably very annoying for anyone facing me on a public server. My gf4mmx card renders anyone using Stealth in a pure white colour, regardless of the surroundings. They're actually easier to spot than players not using this ability.
Which brings me to another issue, the sneaky katana dudes. In almost every game you get players just runnning into your spawn with their katanas out and stealth rendering them invisible to the turrets. Then they jump around all over the place and chop anyone in sight. This is actually very effective, and well, it shouldn't be.
The respawn timer takes the piss, it's probably due to gameplay balance issues that the timer is added to everytime someone dies.. Still, if i wanted to wait ages just to spawn I'd play counter-strike, and I don't for that very reason. The wait needs to be toned down IMO.
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Old 09-11-2005, 03:18 PM   #55
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I gotta agree about the respawn times.
Because of them I find this game boring. : /
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Old 09-11-2005, 09:32 PM   #56
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There is a big bug in some servers right now where the door kills or hurts you when you touch it.

But then again, thats why its a beta right.

Has anyone tried any other maps. I just played two of different ones, one was cyberfighting only and the other was close quarters fighting.

Anywho, big props to this game, some of my favorite features:

-Point system (assists, frags, and completed objectives)
-No more rocket spamming
-Well balanced
-implants
-and of course hacking
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Old 09-12-2005, 12:06 AM   #57
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captain-cadaver, it actually isnt a beta. they released it as a "demo" after doing a closed beta test and fixing (what they probably thought to be all of) the bugs that were found. i believe that the thread in the general discussion board covers this issue.

is it just me, or is the bolt gun next to useless?
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Old 09-12-2005, 02:52 AM   #58
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Quote:
Originally Posted by kaMIKazE
Not really, if you have good aim and a good eye you can spot/dm them pretty easily. Shotty isn't that great unless they can get up close and use the mouse2 fire thing (still takes like 3 or more of them to kill a heavy, gotta reload for that though iirc).
Sure, but since the cloak is basically "free" to use (and lasts a long time) cloakers are free to ignore turrets completely. I think they should allow a modified verson of the "scan" implant that will also alert nearby turrets to cloakers. In a heavy firefight, it's quite easy to miss a cloaker, (especially if you've been emped), and the other viewing implants are just not that useful.


Quote:
Balance might seem weird because people are new to the game (like hwg being overpowered in tfc to newbies, when any good player can work around the flaws of the class). If anything I don't want them to dumb it down.
True, it usually makes sense to wait a while for a good base of experienced players to figure out what's really powerful. Still, I think the combo I outlined will need some tweaking: you're semi-invisible, very fast, and have one of the most powerful close-up weapons in the game. You can kill a Heavy before he can spin up his chaingun, you'll be so close he doesn't dare fire a rocket, and if he misses with the railgun, he'll be dead before he can fire more than 1 or 2 shots.

At range, of course, it's worthless. On this map though, that doesn't much matter.
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Old 09-12-2005, 04:17 AM   #59
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Don't forget about EMPs
Heavies are support classes tbh.
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Old 09-20-2005, 10:26 AM   #60
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Just so some of you know... The minigun isn't useless if you use alternative fire to keep it wound up. It's much better and easier than playing HW in TFC because of course in TFC you have to be continuously clicking fire to achieve the same.

Also second function on the grenade launcher is fun too because it sets the grenades to explode on impact, quite like the green pipe bombs in TFC.

The mapping isn't great but the game play more than makes up for it. I especially like the medivac for encouraging team play.

I got bored of the game after a few weeks but once you find some people to play with then the team play makes it really interesting again, kind of like TFC.

#eurotopia is a channel where you can find EU players to play with
#eurotopia.team are a few people taking part in the up and coming tournament.
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