12-05-2005, 10:48 PM | #41 |
A Very Sound Guy!
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indeed. being able to throw the flag out through the window is plenty already. making the water visibility range greater should be the easiest way to solve the water route problem.
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12-06-2005, 12:11 AM | #42 | |
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12-06-2005, 06:04 AM | #43 |
Join Date: Mar 2005
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Ok, in ff_well make it so that as long as a button is held down somewhere in the base, the battlements open up enough to slip in/out. Like, a button in the attic that a teammate has to press to let someone with the flag out. The attic is out of the way enough that it's actually plausible to hide someone in there to hold the button.
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12-06-2005, 08:52 AM | #44 |
Join Date: Jun 2005
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having the bats big enough to go through would do nothing for well, the fact is that well is a 10 - 0 map, in an evenly contested game. As opposed to maps like openfire and high_flag that are 80 - 90 maps.
the fact is that part of wells ethos is that its relativley hard to attack and very fustrating to cap on. due to the size of the map and the fr, making its really easy to get into the fr would imo kill the map. as for the water route, people under estimate what the route implies, if you get past the hev, your in the fr. a direct tunnel to the fr SHOULD be difficult to get into for that very reason. hevs are far from invincible and solid teamwork can easily push any hev aside. |
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12-06-2005, 11:00 AM | #45 |
A Very Sound Guy!
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maybe there could be a sort of catwalk going over the top of the section between the FR and where the HW normally stands (the corner bit), so that there is easier access for an attack from round the FD -> FR way.
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12-06-2005, 11:52 AM | #46 |
Join Date: Dec 2005
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Well is pretty much perfect as it is, although I like 2 of the ideas, the push in the water(could be a fan behind a grate, with a button at water ent, so only 1 med can use it at a time). and the water idea where on the surface its clear, on the bottom is murkey. Great idea!
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12-06-2005, 01:40 PM | #47 |
Join Date: Jun 2005
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I hate well. It's boring.
Spawn, go door, die. Spawn, go water, die. Repeat for 30mins and you have the extent of my enjoyment of well. |
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12-06-2005, 09:58 PM | #48 | |
Join Date: Dec 2004
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Im not saying make the water a nice easy direct route to the flagroom, it just needs to be altered a little to encourage the water defender to stay in position rather than doing as he can now where he can camp the fr and cover the water and anyone coming from T. This wont make the water neccesarily any easier it will simply balance the map a little more in the offences favour. This is all conjecture of course since despite ff being based on tfc i shouldnt imagine anyone really has a clue whether or not ff well will play the same as tfc well. |
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12-08-2005, 01:07 AM | #49 |
Join Date: May 2005
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Make it clear.
Why? Underwater Sentry Guns. That alone is enough to justify making the water clear. |
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12-08-2005, 03:01 AM | #50 |
Join Date: Jan 2005
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sentries cant lock onto stuff outside the water, so why should u be able to see it? (this is tfc)
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12-08-2005, 04:32 AM | #51 |
Join Date: Dec 2004
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We use the water textures from HL2 so expect more of the same...
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12-08-2005, 04:40 AM | #52 | |
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12-08-2005, 06:20 AM | #53 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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SGs can shoot through func_water water, can't they?
Will they be able to shoot through non-entity water in FF? |
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12-08-2005, 02:55 PM | #54 |
A Very Sound Guy!
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hope so. it wouldnt be consistent else.
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12-08-2005, 05:01 PM | #55 |
Join Date: Feb 2005
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SGs shoot out of water all the time...
thecove and castleargh3 have good examples of this... |
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12-08-2005, 05:19 PM | #56 |
Join Date: Mar 2005
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Currently, in TFC, SGs do not shoot out of the water. Try it on Well, 2fort, Crossover2 and a load of other maps. The SG wont shoot you.
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12-08-2005, 06:14 PM | #57 |
Join Date: Feb 2005
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I actually enjoyed Well, even though it was quite a challenge on offense.
If you're still looking for "ideas and suggestions", here are a few: a) have 2 front doors instead of one. b) close off the upper balcony over the spawn areas to decrease spammage of the respawn areas c) maybe think about a split water entrance about 1/2 way down the pipe exiting under the bridge in the FR? ___________________________________ | | ________________ ^^^ ___________ | | .............................| ^^^ | | | .............................| ^^^ | | |_______________ | ^^^ | | -------------------------> ^^^ | | ____________________| | | | | | | | |_________ | ____________ d) Make the building in the middle larger so as to decrease yard spam, and add ramps on the sides to the roof of the middle area e) Add ladders or ramps to FR area, maybe at the back of the capture turret thingy Just a few "thoughts". I don't want to take away from the challenge, but there needs to be a few more options for the offense to get to the flag, imo, and also to cut down on the way too many choke points . My $.00000000000000000000000000002 |
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12-08-2005, 11:34 PM | #58 |
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Ugh, ok, no more phrasing my wisdom as a question.
SGs can shoot in/out of water if the water is an entity. If the water is not an entity the SGs cannot shoot into or out of it. The water in well/2fort/etc. is non-entity water. But generally all water in source is non-entity, yet is transparent (Which wasn't really possible in HL1). So that's why I'm asking. |
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12-09-2005, 06:14 PM | #59 |
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I would like you not to add any additonal entrances - I think that would destroy the gameplay of well far too much. As for the spam, just decrease grenades in general if you think the nade spam is too much of a problem. I like the building in the middle being a challange and a choke point, so I'm against making so you can go over it or anything like that.. but making it a little bigger certainly wouldn't hurt.
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12-10-2005, 04:23 AM | #60 | |
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