emp_provinggrounds (flasche-thread)

Discussion in 'Mapping' started by flasche, Aug 27, 2009.

  1. -=SIP=-

    -=SIP=- Member

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    So just had another very short round on provinggrounds with barracks and commander getting destroyed by rushing APCs.
    Please make a new version soon, because people starts to dislike this map.
    Maybe remove the starting APCs or place some turrets at main base.
     
  2. flasche

    flasche Member Staff Member Moderator

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    wut people like the map? :confused:

    i will release a new version without APCs and with 300 starting res ... cba to start the rebuild :rolleyes:

    but i swear i kill anyone saying they want the APCs back ;)
     
  3. Brutos

    Brutos Administrator Staff Member Moderator

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    I want.
     
  4. flasche

    flasche Member Staff Member Moderator

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    you want what?

    APCs?

    i like them too, with all the moneh you get you can just drop radar, a couple of turrets and start your first research right away ...

    its just anyone trying to be epic in the APCs leading to so much fail ...

    but well ... :rolleyes:
     
  5. -=SIP=-

    -=SIP=- Member

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    Maybe just slow down the APCs somehow. They are too fast at the other main base so that you have no time to build up defences.

    Here some other ideas:
    - place many turrets at the entry of each base (6 x ML, 2 x MG)
    - add a destructible ramp in front of each base
    - place the APCs not in front of main base but near the middle flag (but at a position, that your teams reaches own APCs first)
    - place a VF instead of APCs and reduce starting res rigorous
    - place the APCs at one unreachable place (box, higher level, electric field) and release them 2 minutes after map start (like on escort)
    - place AFV/LT instead of APCs
    - place jeeps (3 x BE, 2 x NF) instead of APCs
     
  6. Demented

    Demented Member

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    Watching people rush with APCs because it's the winning strat and then getting both of their little party busses stickied is great. Unfortunately, then you have to play provinggrounds.

    NF should get a third apc, because they don't have a hatch on the top.
     
  7. flasche

    flasche Member Staff Member Moderator

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    well the whole APC idea was to bring back a bit of the 2.12 feeling. well ppl nowerdays seem to be too stupid to handle apc rushes (god they only have plain armor - seriously, they aint hard to destroy) so i just gonna remove them.
    no fancy stuff anymore - 300res like on any other map ... its sad that empires players aint able to adapt to stuff they didnt get spoonfed ... but it seems its like that :cry:

    sadly i cant put them to mechanical engineering like everything else that get nerfed because ppl where to stupid to handle it ... :rolleyes:
     
  8. -=SIP=-

    -=SIP=- Member

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    Then spawn the APCs 2 minutes later. From the map description this map is a kind of training facility. And for this everything is possible.;)
    Just place 2 no build areas (maybe surrounded with yellow stripes) and spawn the APCs there.
    Maybe also write down on the floor: Watch out. APCs will spawn 2 minutes after map start. Get your base defense up.;)

    Other possibility would be to just wait till commanders know how to play this map. To build up base defense you just need two engineers with repair upgrade.
     
  9. Silk

    Silk Mapper

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    It does fall in the category of "Arena maps" over "Realistic maps". I wouldn't be against them spawning 2 minutes later
     
  10. LordDz

    LordDz Capitan Rainbow Flowers

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    Or just give them no armor? (Not sure how much armor they've got atm), but with no armor, two grens at the main could stop the apc rushes..
     
  11. Sonecha

    Sonecha Member

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    Two decent grens is more than enough to stop it as it is.
     
  12. [lodw]keef

    [lodw]keef Hobbit

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    All I saw is sonecha cant stop an APC rush.

    OWNED YOU FRENCHY!
     
  13. ScardyBob

    ScardyBob Member

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    I think you overestimate the skill of the players in a pub match.
     
  14. blizzerd

    blizzerd Member

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    2 decent grens means there have to be 4 in the same server
     
  15. flasche

    flasche Member Staff Member Moderator

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    and not in the same team ;)
     
  16. Silk

    Silk Mapper

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    Teams are never stacked in empires so blizzerd is right
     
  17. blizzerd

    blizzerd Member

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    lol... sorry guys :(
     
  18. o_O

    o_O Member

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    I say pull the guns off of them. blowing up APC's is easier when they don't shoot back. Games are still going to end in the first 5 minutes but whatever, its nice for grens to have a use.
     
  19. flasche

    flasche Member Staff Member Moderator

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    once i found anyone to compile it for me there shall be provinggrounds_1_4 - it takes several hours on my computer but only like half an hour for caelo or weedy ...

    changes
    • no more APCs - fun as they where - too many complained and too many maps ended with rushes
    • placed emp_eng_restrict brushes to prevent camera glitching over the ramps
    • the small walls on the backside of your battlements are gone (they could really fuck you over)
    • start resources set to the common 300
    • tickets further increased to over 9000 (actually 9001 - was 800 already, noone ever used that much anyway - i just hate tickets)
    • set the 4 white lights in the lowest tunnels (the ones in center) to a more yellow color - i like yellow more

    i thought much about removeing the vehicle tunnels. with the current version its not possible - well it is, but too much work - and i think the map might turn in a horrible stalemate as there would only be one entrance for vehicles anymore - just dont let them cap your flags ... ;)

    i still have that rebuild version somewhere on dropbox ... but i cba to finish it :(

    Update

    i started compiling like an hour ago - after yesterday compiling with all surface lightmap-scale set to 16 faild seconds before completion (vrad took over 4h already and used like 1.6 gig ram) - its all reverted to 32 now, so it should finish this time. i also setup nem's batch compiler to monitor the compile process ... guess in about 3-4h ill have results.

    minor tweaks i did in the meanwhile
    • further increased the nobuild zone infront of the ramps - its possible to jump over 200GU with a fission engine light tank - thats sick :eek:
    • ramps now should have sounds
    • ramps do no dmg anymore - caelo told me it would be unbearable to get squished by those ramps so i removed their damage
    • turned those lights in the tunnels i recolored into spotlights too and added 4 more ...
     
    Last edited: Oct 30, 2009
  20. flasche

    flasche Member Staff Member Moderator

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