emp_blah (working title)

Discussion in 'Mapping' started by -Mayama-, Dec 25, 2008.

  1. gezor

    gezor Member

    Messages:
    612
    Likes Received:
    0
    Trophy Points:
    0
    oh thats pretty useful for infantry vs tank combat.
    take your time to polish and optimize the next release, no1 rushes u.
     
  2. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    OK I NEED SUGGESTIONS WHAT TO CHANGE FOR THE NEXT RELEASE!!!

    Dont hesitate to post your comment even if you think its retarded.
     
  3. Z100000M

    Z100000M Vithered Weteran

    Messages:
    9,120
    Likes Received:
    70
    Trophy Points:
    0
    make it less of an arty parade
     
  4. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    Since 2.2 every chokepoint map turns into an
    arty parade cause it is just to fast to get.
    I personaly think that arty ruins fun cause
    it removes like 50% of the game (infantry).
     
  5. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    Mayama, there is a spot along the sides of the map, at least on the BE side, where the displacement isn't all the way up against the wall. This allows people to get under the map displacements, and do a couple of the following amusing things.

    1) You can decon enemy tanks and they can't figure out what's going on
    2) Turrets under the map (^_^)
    3) Decon/construct buildings.

    I dunno if it's on both sides or not. but it's right up against the skybox.
     
  6. gezor

    gezor Member

    Messages:
    612
    Likes Received:
    0
    Trophy Points:
    0
    rofl, this must be funny as hell. make it a feature. and allow land submarines too (vehicles under the map).
     
  7. RKB53

    RKB53 Member

    Messages:
    861
    Likes Received:
    0
    Trophy Points:
    0
    :eek: no it wouldnt thats dumb
     
  8. GoodGame

    GoodGame Member

    Messages:
    356
    Likes Received:
    0
    Trophy Points:
    0
    Is there a way to improve commander's view scrolling on this map? Is something going on with the skybox brush(es)? I've commed this map twice and it seems 'sticky'. Navigating is kind of slow for some reason on this map.
     
  9. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    The middle of the map is part of the skybox.
    There should be nothing else that hinders the commander view.
     
  10. mr_quackums

    mr_quackums Member

    Messages:
    2,358
    Likes Received:
    0
    Trophy Points:
    0
    i was in the water on the east side (with the building and the 2 tunnles you can go through to cross the bridge) and could look up and see through the bridge.
     
  11. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    Alright, you need to make sure that those cliffs are more or less verticle for a good distance if you don't want infantry up there.

    [​IMG]
     
  12. Satanchild666

    Satanchild666 Banned

    Messages:
    968
    Likes Received:
    0
    Trophy Points:
    0
    *Confirmed

    It's actualy hillarious, as I always exploit it. I just look up and see people, I go around the corner, I take my shotty and shoot them, and they all are like WTF?
     
  13. Deadpool

    Deadpool SVETLANNNAAAAAA

    Messages:
    2,246
    Likes Received:
    0
    Trophy Points:
    0
    I dunno if this has been suggested cause I just skipped to the end but

    could the redness be turned down a bit? it makes me not even want to look at the screen when I see this map come up. I rarely take it seriously for this reason. maybe it could be like... faded or something... thats not the right word but... make it like an overcast red instead of red that makes me wanna find my sunglasses. duller, I think thats the word I want. yeah.
     
  14. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    Next version is less orange.
    The problem here is that it looks different on every monitor.
    On mine it looks only half as orange as on Metalsmith screenshot.

    I dont really have a problem if people can walk on the displacements.
    There are many "hidden" ways in it so infantry can sneak past big tanks :P
    --------------
    The missing texture on the bottom of the bridge is a well known error its already fixed in the vmf
     
    Last edited: Jan 21, 2009
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    blah0008bz7.jpg

    Thats the major gameplay change for the next release.

    Red = new tunnels (for infantry and vehicles)

    Green = new starting positions


    If you dont like it please feel free to pm nebajoth cause hes responsible for that :P
     
  16. DrummerX

    DrummerX Empires Tyrant

    Messages:
    1,193
    Likes Received:
    0
    Trophy Points:
    0
    i like the new idea, but the starting positions look like they have a single entrance, dunno how that would play out, may add to the ability to defend and kinda suck when you're pinned down, hmmmmm My thoughts
     
  17. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    No one forces you to stay at the start position after the first minute as comm :3
     
  18. DrummerX

    DrummerX Empires Tyrant

    Messages:
    1,193
    Likes Received:
    0
    Trophy Points:
    0
    still you don't see the home base move to often
     
  19. Metal Smith

    Metal Smith Member

    Messages:
    4,520
    Likes Received:
    3
    Trophy Points:
    0
    home is where the barracks is >_>
     
  20. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    I know what you mean and I think about it but dont really want
    to "dig a hole" in the east wall near the start point.
     

Share This Page