emp_escort input

Discussion in 'Mapping' started by complete_, May 29, 2015.

  1. complete_

    complete_ lamer

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    its time for you to help me decide on a few values for the 100th "fix" of emp_escort. what i need help with is deciding on the health of the barricades and destroyable bridges throughout the map.
    I can tell you now the map is going to be balanced in accordance with mediums (as their carcasses are throughout the map) and not heavies. the only way i can justify allowing heavies is by limiting the res, and i doubt anyone wants that.

    heres the values of all barricades in the current version:
    you can see why i need some help with this. it seems like a leftover from testing.



    heres the values of the destroyable bridges (on the nf side) in the current version:

    values for the bridges you build on the 4th flag in the current version (i think these values are pretty good):

    I'm also having a bit of a bug/issue: im having trouble with my map-placed turrets. they are stuck at lvl3 even though i have them set at lvl1 and 2 and i have restricted turrets to lvl2 in the parameters. Can I get any sort of help on this?


    and as a gift for reading this topic/scrolling to the bottom, heres some of the changes i am making for the new version:
    • re added the timer that increases with each flag capture (45 minutes in total, just like the sudden death timer for every official infantry map)
    • you 100% cant 9mine over the gate
    • repair pad building is replaced with a surface that acts as a repair pad (and apparently works much more than i thought it previously did)
    • changes to the 2nd flag to encourage more diversity in attack.
    • changes to the 3rd flag to hopefully not make it always focused on the s bend.
    • changes to the 4th flag, making it easier to defend.
    • grass texture changes to final flag (kinda sick of it, and no other map uses that grass texture anymore)

    who loves topics without any pictures?
     
    Last edited: May 29, 2015
  2. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Barricades go down at a reasonable pace imo, but I haven't played much and when I did, I played BE, so I can't really comment on this all that well.

    Standardizing the bridge values is nice. I'm bot sure which of the values should be "the ones", but those that you picked seem good.

    Is flag #4 really that hard for NF? I swear #3 is harder, but I feel like holding #4 isn't that tough.
     
  3. ImSpartacus

    ImSpartacus nerf spec plz

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    You should probably still include a repair pad even if the actual repair "zone" is larger. It helps people understand that they should expect to be repaired, assuming they already have that relationship with repair pads.

    Whatever the barricades end up being, they should probably be standardized with visibly similar barricades. For example, the small half-barricades could certainly have less health than the big ones, but all small half-barricades should have identical properties since they are all visibly identical.
     
  4. complete_

    complete_ lamer

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    do you think the starting health is ok though (not the complete health)? do you think it should be built instantly or should engineers have to build it
    didnt pick them. default values
    "making it easier" is simplifying. i just made it so that nf can get to their flag without confusion (currently they have a problem with backcapping)

    maybe i can add a repair crane with it then? the current be main base is way to cramped and crappy. the original escort didnt even have a repair pad.
    thats the plan. come on and help a brother out




    and oh shit i forgot: im having trouble with my map-placed turrets. they are stuck at lvl3 even though i have them set at lvl1 and 2 and i have restricted turrets to lvl2 in the parameters. any sort of help on this end?
     
  5. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I think instantly building barricades is perfectly fine :)

    For turrets you need to add a .cfg file for the map. It needs those two lines:

    emp_sv_unresearch_item "Upgraded Turrets lvl 2"
    emp_sv_unresearch_item "Upgraded Turrets lvl 3"

    If those aren't there the turrets will keep automatically upgrading to lvl3s.
     
  6. ImSpartacus

    ImSpartacus nerf spec plz

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    Yeah, maybe you can just hack it in there. Don't put the actual building there, maybe just something that looks like it. The repair pad's crane is a good starting point, as mentioned.

    Do people really use the repair pad though? I know I don't.

    Unresearch upgraded turrets. It's autoupgrading them because all research is researched.
     
  7. LordDz_2

    LordDz_2 Strange things happens here

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    Vehicleclip the walls. I always smash into a wall and have to backup.

    That's the part I hate the most with escort, driving vehicles.
     
  8. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    If resources aren't getting changed, I see no reason to have the repair pad. All it does is encourage bad gameplay on BE's part.
     
  9. ImSpartacus

    ImSpartacus nerf spec plz

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    ikr...
     
  10. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Y'know, that might be cool too.
     
  11. 101010

    101010 Member

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    Why is it that every map you work on has to have turrets restricted ?
    It takes away from the fun of being an engineer.

    Since lvl3 has the same health and defense as lvl1 there is no point in restricting them. They in no way are over powered.

    Lvl3 vs lvl1 the only difference is range and speed.
    Rpg, mortar, nades and vehicle weapons > turret range.

    If any thing why not restrict mines ?
    Fixes 9 mining over walls.
    Also would lower how long the map last.
     
  12. DarkHorizon

    DarkHorizon Member

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    BE needs a buff.

    It's to have the map unbalanced and harder for NF. When you win as NF its only more fun.

    But most importantly when escort is dominated by NF the map drags on. While easy win's by BE are quick.

    Hence BE should get heavys back. Maybe even artillery.
     
  13. Z100000M

    Z100000M Vithered Weteran

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    Sure, lets give be 200 hp and defusal since it will make escort not drag as much while were at it.

    /facepalm
     
  14. Lazybum

    Lazybum :D Staff Member Moderator

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    I'm not sure what you mean by this. Do you mean be tickets which act as escort's timer are increased with every flag cap like it used to be in some older version? Honestly I feel like that would help escort being such a crappy map to play sometimes because people can't fight at the same flag for 30 minutes straight with also the chance for the map to end sooner. Well ok they can cap a few flags fast then get stuck like what happens on the 3rd flag a lot, but it would still be better.

    Changing the map layout is ok in my book, but I think escort is a very unfun map to play half the time due to it being mostly long corridors, which I doubt will change.

    All of a sudden I'm intrigued by the idea of an open eastborough type of map with a similar idea as escort, as in one team has tanks and a time limit. Nf has to sneak around in alleys or sewers or through buildings to keep capping flags while be has tanks and an uncapable flag. Nf holding more flag reduces be tickets faster the more they have, but be can end the map altogether if they cap all flags or make nf lose all their tickets. No more meat grinds, less of waiting to lose feeling, area of combat changes more often which makes the round seem less stagnant. But this is getting way off topic, so ignore this please.
     
  15. ImSpartacus

    ImSpartacus nerf spec plz

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    I believe that's the idea, yes.

    Might as well just change the cfg to mediums. Most people think that's the default version anyway.

    It works. People are used to it. That's all that matters anyway.

    Throw the starting health at 30 so it's 50% like the other buildables and call it a day. It works well enough.

    Make the starting health 30 so it's a consistent 50% and just use a consistent 180s respawn timer. No one is going to really care.

    They work well enough. Might as well keep what works.
     
    Last edited: May 30, 2015
  16. DarkHorizon

    DarkHorizon Member

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    Old escort had these buffs and it was more enjoyable.
     
  17. Catface

    Catface Member

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    What about an extra tank passage to the north if you captured the 4th flag? (Similar to the one after the third)

    Pretty much this. It's a legacy from the time resources were limited and heavies were enabled.

    Also please do not restrict lvl 3s.

    Personally. I would suggest lowering the "sudden death" time to 30 minutes for BE, and giving BE access to heavies. With each flag increasing the tickets by an equivalent of 5 minutes, with a starting base of 10.
     
  18. Metruption

    Metruption Member

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    Remove the invisible wall in BE's base so that a scout can sneak in and sab that one goddamn turret inside BE's base. I want it to be possible for a a scout to kill all the turrents and then NF pushes forward from first flag and wins from capping BE's flag (it's possible but you need foru people)
     
  19. Z100000M

    Z100000M Vithered Weteran

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    No, you need Be to be terrible.
     
  20. complete_

    complete_ lamer

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    its for future versions if someone makes changes to the res
    i have nothing against turrets in commander maps. i figured that because we're using mediums we should use lvl2s as a natural progression
    lvl2s in glycencity because people complain about it killing plain apcs and tanks too quick
    lvl1s in eastborough because any higher and it would piss everyone off.
    not my fault people hate turrets

    mines only piss off bad players
    the heavy version on epic sucks. dont know if its because of the infinite res or the really narrow passages. and i wanted to re add arty so bad just to see it but everyone whined not to
    should it start built though?
    3 minutes may be a long time for a 45 minute map though? what happened to the final wall at the flag was the timer was set ridiculously high and now nobody focuses on it. i lowered the timer and upped its health for the next version, but worried that a high timer may make the final flag much less fun.
    i liked old escort too but it might be because we didnt have to play it 1000 times
    ill think about it for the next version. theres the strategy of destroying the bridges to prevent tanks from advancing. not alot of people do that though, so i might just do that.
    i have no clue if lvl3s are in the current version. if they are i wont restrict them in the next version. if they're restricted they will stay that way.
    its already done. you dont think the first thing i did was get rid of the stupid invisible walls and make the flag able to be capped while proning?
     

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