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Old 03-12-2011, 02:23 AM   #21
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Old 03-12-2011, 03:15 AM   #22
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Quote:
Originally Posted by Hammock View Post
The choke point right outside the 2nd spawn, is considerabley tight, especially with those wood beams on each side.

It's not just a problem for Offense trying to get to the final cap, but it's a problem for defense trying to get someone through to get to the 2nd cap.

It doesn't even need to be properly defended, just the mass of people running from both sides trying to get through causes a huge mess right there. Once one team gets the 4th cap, it's extremely difficult for the other team to make a run to get their #2.

I think the lock out times on the caps should be a bit shorter.
If/when 2.42 gets here it might contain soft clipping so that won't be a problem anymore.



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Hey thats great constructive criticism you have there. Must have taken days to come up with the right words.

I have a feeling I know who your next door neighbour is.
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Old 03-12-2011, 11:01 AM   #23
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Old 03-13-2011, 05:27 PM   #24
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If/when 2.42 gets here it might contain soft clipping so that won't be a problem anymore.
You misunderstood what I mean, it's not just that your own team gets in the way, it's the fact that the enemy is in a constant stream against the other.

It's like trying to swim up river for both teams.

When I was playing neither side even bothered defending that spot, but if either one of them did, it would be next to impossible for anyone to get through.

Fewer people playing like a 6v6 or something would be perfect cause there's larger gaps in the enemy flow. But a full 11v11 the spot is just pure congestion, and with those wood beams there a concer has to be really pro just to squeeze through the physical dimensions and somehow avoid the stream of 11 people coming through, toss up an sg on either side, and a couple dedicated defenders, and it would be pure luck that you made it through.

This isn't a new problem either, warpath in TFC had the exact same issue. I remember one team would get the 4th cap then we could spend the rest of the map at that one spot. But since this is a new map for FF the issue could be addressed before a final release.

My suggestion would be to put an elevated tunnel on the side opposite the respawn door (where the side ramp is), something defense can use alternatively but offense would have difficulty entering. But not directly facing the same way as the main route, as to prevent a concer from quickly capping the 4th cap, then quickly bypassing any defense by concing straight from cap 4 to the alternate route straight into the FR.
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Old 03-13-2011, 05:28 PM   #25
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Adam you rock
Great work with warpath
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Old 03-14-2011, 11:50 AM   #26
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yeah I get what you were saying about the choke point. I still haven't been around when the map's been played in a full pub game which is annoying. Even on a 5v5 pickup I saw that point being locked down to some degree.

I know the general tunnel position you mean with entrance opposite spawn door and that's fine but I'd need to figure out where it'd best come out near CP4/2...

Not sure what you meant by 'elevated' tunnel?
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Old 03-14-2011, 11:56 AM   #27
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Also I've realised a bit of LUA I'd like help with. The lock timers (and potentially cap timers) I'd like to set differently for each team at CP2&4. I think this will require changes to the base LUA file.. I suck at such things
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Old 03-14-2011, 02:18 PM   #28
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Not sure what you meant by 'elevated' tunnel?
Sorry, elevated as in, the exit to this alternate path is not at ground level, somewhere on the left hand side between respawn 2 and cap 2.
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Old 03-14-2011, 05:01 PM   #29
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Elmo if it would help you any, I can send ya the demos I made while on the map. Its only my view point, but it is a pub players view. I think I have 2 or 3 of them now.
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Old 03-14-2011, 07:30 PM   #30
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Elmo if it would help you any, I can send ya the demos I made while on the map. Its only my view point, but it is a pub players view. I think I have 2 or 3 of them now.
sweet yeah you have any where to upload them?
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Old 03-14-2011, 09:32 PM   #31
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sweet yeah you have any where to upload them?
Yup I have a place to put them. Just sent ya a link to the file. Feel free to share them with the other admins if they are interested.

I think I only played as pyro for most of them, thats usually the class I use when I'm checking out a new map to see all the places I can get to.
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Old 03-16-2011, 03:15 PM   #32
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Great map Elmo! One thing I noticed was the detpack spot in the tunnel. The ground is kind of sloped down so the detpack will roll back into the player and away from the wall.
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Old 03-18-2011, 03:56 AM   #33
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This map looks very nice, great detail. But gameplay, warpath in TFC is much better.
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Old 03-18-2011, 02:11 PM   #34
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Mostly due to what? FF or aspects about the map or a bit of both? Could you elaborate? If there's something about the map I could consider changing.
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Old 03-18-2011, 02:54 PM   #35
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Mostly due to what? FF or aspects about the map or a bit of both? Could you elaborate? If there's something about the map I could consider changing.
Sup jumppad.
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Old 03-18-2011, 03:07 PM   #36
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Mostly due to what? FF or aspects about the map or a bit of both? Could you elaborate? If there's something about the map I could consider changing.
I wouldn't worry about that too much, almost every map ported over from TFC to FF plays differently, you just can't help it. There are differences in the map make it stand out a lot more, like in TFC the capping was instant after the lockout time, which was better in some respects though.

For example, what happens is one team locks down a certain area, and the other team's only hope was to have a pro jumper just touch the cap, which would allow for an immediate flip in who's control. Now you can't do that (since you need to stand there for a few seconds), so it's far easier to defend your current cap, nobody can just slip in and take control instantly. So there's definately less back and forth in that respect.

Also not being able to use a respawn until you have control over a certain cap is a pretty major change too. I haven't decided if it's a good or bad thing yet, as there are definate pros and cons about it, but it is a major difference that effects game play.
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Old 03-19-2011, 02:55 AM   #37
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IIRC, certain spawn points couldn't be used until certain control points were captured in the TFC version. I believe(but could be wrong) that you couldn't spawn at mid-map without your team holding point 3(or maybe 2/4), and the next one back couldn't be used unless you held the last point before the last.

It's been a while, so I can't SWEAR to it.... but I think that was how it went.
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Old 03-19-2011, 05:07 PM   #38
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Certain spawn points weren't active until you held certain points, but you could still enter the spawn area if you made it there, and there was usually a pack inside to resupply
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Old 03-19-2011, 05:58 PM   #39
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Ah, I think I see what you are saying now. Correct me if I'm wrong(as I haven't had a chance to play the map yet); You can't enter a respawn to get a bag unless you control the forward point, where-as in TFC, you could. You still won't spawn there, but you could get in to use it as a resupply, but in this version, you can't.

Is that correct?
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Old 03-19-2011, 07:04 PM   #40
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If that's true and it is as iggy just asked then I'm more than happy to change it!
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