emp_nuclear

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

  1. Caelo

    Caelo Member

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    That's a good thing. Stuff like this needs to be fixed, because it was obviously not intended. The same reason why we got noclip spam all around district, some minor alterations on escort and some stuff on SoF.
     
  2. complete_

    complete_ lamer

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    its not good when the alternative is a useless tunnel that actually hurts your team to use
     
  3. blizzerd

    blizzerd Member

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    >i dont talk about the exploits, so i can freely exploit them.

    asshole
     
  4. complete_

    complete_ lamer

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    or maybe they prefer getting out and fighting once they spawn instead of spending 30 seconds walking through a dark tunnel and ending up outside from where the battle is
     
    Last edited: Aug 2, 2016
  5. JustGoFly

    JustGoFly Member

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    LOL - so only a few should know about it?

    FYI - I tell everyone what I know, it's bull to not document and make available to everyone all the features of the game.
     
  6. complete_

    complete_ lamer

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    i'd tell people if they wanted to know but i wouldnt post it in the mapper's topic when he would for sure remove it.

    i would tell him about it when he fixes the tunnel
     
  7. Caelo

    Caelo Member

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    or.. you know... you tell him, so he becomes aware of the need of a faster way out so he can change where the tunnel exits?

    Problems in layouts of maps should *always* be reported to the mapper. Esp. the glitches. They highlight real problems and without knowing it can't ever be fixed in a way that is good for everone.
     
  8. Lazybum

    Lazybum :D Staff Member Moderator

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    Problem is destroyer don't check these forums for various reasons. If there's a problem with the map best way to get his attention is to poke him directly about it.
     
  9. A-z-K

    A-z-K Member

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    We are awful.
     
  10. NekoBaron

    NekoBaron Member

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    Give new players help learning a map so we don't need 10 vets on to teach them how to play it.

    Add to NF starting bunker
    Mission objective plans written on a whiteboard
    Photo of buildable bridge
    Photo of Gararges with park APC here written on it

    Add to BE base room
    Security note to keep main gate closed with photo of button.
    Security note to keep interior bunker gate open with photo of button
    Garage notice telling BE to keep captured at all cost.
     
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  11. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    @D.D.D. Destroyer I've noticed a glitch with the clipping with the bridge when in an APC. Could you raise the bridge a little perhaps?

    You can see through the bridge from the drivers seat of the APC, the skybox doesn't render, and some things are hidden from view (vehicle carcasses and players).

    Whilst under the bridge
    [​IMG]


    Just after passing under the bridge
    [​IMG]


    It's not game breaking, but its a bit awkward that you can't see properly round the corner... And is a visual glitch that doesn't occur anywhere else.

    Map is awesome by the way, we need more "objective based" maps, not just flag capping :)

    Could you perhaps raise the bridge a little?
     
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  12. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    First post in this thread in fourteen months let's go.

    The tunnel has since been reworked. It's much more obvious now, and leads into the forward bunker spawn (in case you somehow haven't played _b8r), so it's still slower than just spawning in said bunker, but also much more secure in comparison to it. No it won't become faster, that'd be way too big of an advantage to NF. Special antishoutout to complete and whoever else knew about the ladder exploit and didn't say a word about it.

    There are three ways into the facility. The most obvious one is via the engineer buildables in the north, and that is where most attention should be diverted. The forward bunker can be wallclimbed on, but it's very exposed unless a tank locks down the ramparts. The south approach is for 1-2 players to sneak in via wallclimbing when BE aren't looking, as otherwise it's insanely defensible. Overall, NF just has to keep pushing using all the tools available and eventually BE will crack. Unless you are playing at a too high playercount, then it's unfair to NF.

    Also, I can't raise the bridges any higher and lowering the road is a somewhat big undertaking, so that should come...next big update, after b8s.

    Stay tuned for a video and stuff, coming in the next few days.
     
    Last edited: Mar 7, 2017
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  13. complete_

    complete_ lamer

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    never told anyone in the game and wasn't the one to tell everyone in the forum, so thanks

    also everyone map needs a useless exploit so until you learn that you're still a young grasshopper
     
  14. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I don't think cutting reinforcement timing by at least half is a useless exploit. Also, private messages exist? There's the forum, and there's Steam, where we are still on each other's friends lists.
     
  15. complete_

    complete_ lamer

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    its pretty useless when only 1 person on the team uses it.
    i dont really message or talk to anybody from this game. i posted a problem with the tunnel layout on the last page, before gofly told everyone the exploit (which i assume took 8 months to fix after he blabbed about to everyone, proving that its not good to tell everyone the exploits in maps). i also probably mentioned it during the map when you were on.
     
  16. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    In a 5v5, that means 20% of your team is combat effective in half the intended time after dying. It's a big boon for maintaining pressure.

    The tunnels being very slow doesn't magically justify exploiting.

    Making a person responsible of a potential fix aware of a problem that needs to be addressed is a critically important step on the way to actually getting a fix. If I don't know something's broken, I can't fix it. And no, I wasn't told of this exploit by anyone until someone (flasche? Lazybum?) linked me to this thread. After which point removing the exploit required a small amount of clicks and a new clip brush, all in all less than five minutes of work excluding the compile.

    I am not speaking in favor of publically announcing exploits. I'm in favor of telling those with the power to fix them, be it coders or mappers, that they need to be fixed. There's a significant and obvious difference there.
     
  17. complete_

    complete_ lamer

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    the "telling everyone about exploits" thing wasn't directed towards you

    i'll mention gameplay/layout isues but i dont feel the need to tell anyone about exploits unless i feel its justified. difference of opinion, i guess.
     
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  18. duke

    duke Former Developer (BE Creator)

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    Please PM me the exploits.
     
  19. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Save for 9mining and to a lesser extent getting revived outside playable map borders, all the exploits I have been told of were map-specific.
     
  20. JustGoFly

    JustGoFly Member

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    It's tough to determine intent from msg's, so just know that I love Nuclear. Probably one of the more complicated maps, so this is just an idea that could be improved upon.

    The main door should be destroyable, although hugely re-enforced. BE repairing could make it last forever, but nothing on BE requires repair and focus on enemy trying to get in becomes fairly easy. BE engineers always have enough charge to revive since they only have to build one camera, no repair or building of anything else is needed. Managing areas (more than one) that could be broken through, and not just a bridge, would make this map more interesting and tougher for BE to win.

    What this does is on a low pop game, especially with nubs, it gives them an easy way into the base, and more obvious than building walls and jumping over the barrier.
    On high pop games it requires BE to do more than camp the top roof and shoot everything coming close. They would have to expend some energy safe guarding the main gate and possibly a breakable wall in south. Right now two revive engineers, 3 grens and a bunch of riflemen is all that is needed to make the game very frustrating for NF.

    Another idea: we know this map is time based, but nubs do not. Some mention of objective during gameplay, for each of the objectives would be good. Objective #1 is fairly obvious so maybe
    "DING, NF has captured objective #1, this is a new spawn location, now time to storm the walls, capture Brenodi's forward base",
    "DING, NF has captured BE's forward base, this is a new spawn location, time to destroy some turrets while back handing Brenodi soldiers",
    "DING, NF has captured one of the three required garages that APC's must be parked, to claim ownership"
    "DING, NF has captured all three garages, and now must take the control room by remaining in that room for X minutes, prepare for close combat fighting"

    Many nubs play this map multiple times and don't know the objectives. They camp and shoot from the woods until time runs out.
     

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