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Old 10-03-2009, 06:00 PM   #201
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Indeed!
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Old 10-04-2009, 03:01 PM   #202
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haha yeah, he definitely did! Haven't had anytime to work on this at all, mb tonight after work though. In the mean time, I'm considering making the map an I/D map and not an AvD, cause I read through this and it seems that was Zouave's original intention:

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...Did you know, the reason the map wraps around is I had originally intended for it to continue playing starting over with CP1 again? So unlike other DB style maps the game would continue until time ran out. I ran out of free time and desire before that ever came to be though.
Also I'm thinking of making it a bit harder to cap, by probably adding some geometry you have to get into or around to cap on so if you have experience in AvD or I/D please give me a shout so I that when I do that, I don't jack everything up (pon that's your que).
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Old 10-04-2009, 05:29 PM   #203
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I probably wouldn't make it an I/D map, personally. Thats mostly due to there being relativly few AvD maps compared to I/D, though, and not because it wouldn't suit the map .

CP2/3 could probably stand to be a bit more defensive in nature, I guess. All 3 CP's are prone to being easily capped by a decent long-range jump, doesn't matter so much for CP1 I guess.

Bucket caps help a bit, not convinced they're a perfect solution though. Not really any easy way aside from that to alter things without a major rework though, CP3 especially.

I'll think on it for a bit and get back to you
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Old 10-04-2009, 09:28 PM   #204
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Hey, I just came back to wish you luck. It wasn't so much that I overlooked anything, its just when FF originally came out there were like 5 servers. When it came time to reformat my hard drive, it just didn't occur to me that I should save it...I just wanted my computer to work again.

So, again, good luck and I'll be checking back in to see how you're doing with the map.
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Old 10-04-2009, 11:53 PM   #205
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I probably wouldn't make it an I/D map, personally. Thats mostly due to there being relativly few AvD maps compared to I/D, though, and not because it wouldn't suit the map .
well but what's the difference really? My thinking is that if it's a quick map and generally O ends up winning, what's wrong with making it I/D instead of AvD? Like is it a big deal that it doesn't end when all are capped? I think a big flaw with the map is that, as you say below, all 3 caps can be capped by a person with air control. So having that combined with it being AvD, make it kinda crappy b/c the map gets like 10 - 15min playtime and then it's off to 2fort or dustbowl or whatever. So I guess it boils down to, if it takes or can take 20 min to play the map AvD, then there would be no point in making it I/D, but if it's generally finished in 10/15min then I don't see any reason to not make it I/D.

I'm looking at a solution to making it a bit more defensive, on cp2 right now, and might even have one for 3, but I gotta bounce 'em off of you. I'm not too concerned with changing the geometry a bit, so long as it looks like thecove and the gameplay is better.

@ Beetle, thanks man and np, I'm just glad to not have to do all the geometry. Thankfully most of that stayed, I just gotta add in some detail and make it more playable.
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Old 10-05-2009, 12:51 AM   #206
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As I said, it's not because the map wouldn't suit it. It very obviously would.

If there weren't a lack of AvD style maps, I'd agree with you 100%

Your probably right anyways, and I'm just being selfish wanting another AvD map over a ID one - my preference has always been for AvD maps over ID maps.
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Old 10-05-2009, 02:11 AM   #207
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avd ftw : P
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Old 10-05-2009, 09:46 AM   #208
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Keep it AvD and people will eventually learn to cramp the CP with dispensers and pipes while the Soldiers push the jump points to prevent the Cap ;3 That's the main flaw with AvD, that you need even teams in terms of skill to make it last. Although Cove has an extra defense - killing the Flag carrier midjump gets the flag into the water, and it's a pain to get it out.
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Old 10-05-2009, 11:26 AM   #209
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Problem with AvD is a good player can end the map while others are still trying to find the way out of the respawn, I prefer I/D (or something like AvD but teams switch once only, and have to beat the capture time from the other team, might work if the map is offence biased).

Biggest problem with I/D is you end up spending half the map in the defence building / waiting stage, if it's offence biased (asti).
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Old 10-06-2009, 01:52 AM   #210
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IvD is better because the action is non-stop.

There's no reason you can't make an AvD map that resets when the last cap is taken.
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Old 10-06-2009, 06:18 AM   #211
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Quote:
Originally Posted by Crazycarl View Post
IvD is better because the action is non-stop.

There's no reason you can't make an AvD map that resets when the last cap is taken.
see that's my look on it. I don't really get the attraction to AvD cause I/D is the same thing only MORE of it. And yeah you could reset the AvD, but then it's not always fun to have to be O or D again either. That's also why I like I/D, cause I don't like to just play O or D, I swing both ways
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Old 10-06-2009, 06:13 PM   #212
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Actually, I was going to write a big wall of text, but I'll save it for a more appropriate place... you have the map Satan, proceed as you see fit.

I'm not against making it an ID map, I'd just prefer AvD. Personal preference.
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