emp_nuclear

Discussion in 'Mapping' started by D.D.D. Destroyer, Jan 3, 2014.

  1. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    It's not actually spawncamping since NF can't access BE spawn, they can only pin BE inside the main barracks. Spawning and collecting yourself is in a dangerless environment, the problem starts when leaving the spawnpoint.
     
  2. Z100000M

    Z100000M Vithered Weteran

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    Yea, it feels as if be should have the exit on the catwalk inside the first part of the building instead of in the back.
     
  3. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    You mean the catwalk in vehicle bay or warehouse?
     
  4. Z100000M

    Z100000M Vithered Weteran

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    the first part of the last building, the room with like a dozen entrances.
     
  5. ImSpartacus

    ImSpartacus nerf spec plz

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    I think he means the warehouse.

    Honestly, after playing a couple times, I wonder what it'd be like if the missiles were moved to the other side of the control room and BE spawn was moved to the opposite side of the missiles (with glass so they could see each other across the open missile thing.

    That way, BE spawn is more centrally located and can have so many exits as to be uncampable, but it's also far enough from the control room, vehicle bay & forward bunker as to not have any impenetrable defensive stages.

    Unfortunately, that would mean redoing a significant part of the map, lol. So I think we oughta make do with what we got now, lol.
     
  6. Lazybum

    Lazybum :D Staff Member Moderator

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    I thought we were all grens? I was getting super annoyed at that whole thing too, I kept forgetting to get some ammo after squad revs so I ran out of ammo and melee was failing in the worst ways. I was pushing into there though, I think zoom or nemoster was too but it just wasn't enough.

    Still, you bring up the valid point in that in any game when defending you should defend farther up and not right at the point. It might be more of a case of players needing to understand that simple point, though it certainly doesn't help with how empire flags work.

    Oh I'm suddenly reminded by this spawn camping issue, can't engies place ammo boxes right outside that spawn? I'm suddenly thinking of people spamming nades into the spawn.

    That crawling thing as a different exit could work out. At least they won't drop out of the base which is my problem with current exit, kinda wished it dropped onto the bunker instead but I can see why you didn't. Would be kinda easy for be to defend if they actually got the bunker back, so garage apc spawns aren't as good which can be good or bad.
     
  7. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I honestly think that the spawn is fine, if BE gets pinned down they are down, they had a whole map not to, aand while yes nade and mortars can go into the spawn proper, there's a lot of cover and different spawn locations so those grenades would need to be really accurate to hit. An exit so far away would split NF defences really badly and they have plenty of trouble holding on to the control room already.

    @Lazybum: You can build that one buildable positioned against the wall for a safe drop and easy base access, those don't get knocked out very often after they are built. You can even build them on the way down if you have repair upgrade. Basically moving the exit south would cut the time for NF reinforcements coming from the bunker, right now you need 30 seconds from death to forward bunker flag if you use the tunnel, or roughly 40 to the vehicle bay entrance.
     
    Last edited: Apr 11, 2015
  8. Lazybum

    Lazybum :D Staff Member Moderator

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    I know the bridge can get built, I just get annoyed that it doesn't half the time.
     
  9. ImSpartacus

    ImSpartacus nerf spec plz

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    I derp hard enough to miss it even when it's built. I'm quite impressive in that respect.
     
  10. Lazybum

    Lazybum :D Staff Member Moderator

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    See, you gotta cater to the spartacuses of the world.
     
  11. ImSpartacus

    ImSpartacus nerf spec plz

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    You literally do, though.
     
  12. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    The average Spartacus learns, so I can crank up the difficulty even further :rolleyes:
     
  13. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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  14. Z100000M

    Z100000M Vithered Weteran

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    ... what bridge?
     
  15. Lazybum

    Lazybum :D Staff Member Moderator

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    Those 4 stone bridges at north side of bunker. There's one right under that garage escape opening.

    I totally forgot you can win on just tickets. I shoulda tried harder in just killing people.
     
  16. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I call them "planks", but whatever they are, they get you from the northern hillock on top of the forwardbunker.
     
  17. ImSpartacus

    ImSpartacus nerf spec plz

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    There are some game-breaking issues with the motherfucking gates.

    Before now, I've always been able to say something like, "while I understand how they work, new players might not get it."

    I can't say that because I literally don't understand how the gates work now. They appear to open and close by themselves. The buttons are either green or red, but I don't understand what that means.

    One fellow player told me that BE had a second button that they used to control the main gate. I'm not taking that out of context. The NF pubber said a single sentence and that was basically exactly what it was.

    NF eventually resorted to 9mining APCs over the gate because we simply couldn't keep it open with or without BE's intervention.

    This is just hilariously complicated and it doesn't need to be this complicated. Escort managed to find a satisfactory way to make a button that opens & closes a very important door. Idk why we can't just have a button that works exactly like that one.

    Oh and this is fun too:

    [​IMG]
     
  18. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Nonono there is only one button that controls it and that's it. A newbie could think there is another if he saw the control room switch later down the line (or even the comms radar thing) but those control their own doors. That being said, someone must have been pressing the button, there's literally no other way of doing it. It'd have popped up way earlier had there been some other magical way of toggling the gate.

    I will, however, re-do the way the switch communicates the "locked" state, I'll do the same thing I did to the control room door switch - I feel like that's clear enough, no need for funky lighting.

    As to how they work: main gate switch is green when toggleable, red when resetting. CRD switch is green when the door is open, red when closed. It's confusing until you press them a couple of times. A coverup on the switches seems to be a better solution - much clearer upon first glance.

    I don't want an escort-style button because there are niche situations that require the gate or door to be in a seemingly disadvantageous position for BE. Point in case, your screenie. I designed the map to be played by long-time players who know what's up and can reap the benefits of sophisticated and advanced strats. I get the griefing potential and the issues that keep popping up, but I really really really don't want to take away these options.

    Regarding the APC, I'm not sure how to feel about it, I think that is totally fine :rolleyes:
     
    Last edited: Apr 12, 2015
  19. ImSpartacus

    ImSpartacus nerf spec plz

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    I watched it open, then immediately begin closing with my own eyes. No one was near the button. It sounds like that's not intended behavior.
     
  20. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I swear to God there's the button and that's it. No way around it, you have to push it.
     

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