Update for mvalley

Discussion in 'Mapping' started by R_yell, Jul 13, 2006.

  1. Zazpol

    Zazpol Member

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    It is really??
     
  2. Wereaser

    Wereaser Member

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    Really what? Accessible? Yes. I've killed plenty of ninjas trying to get our CV coming from the higher ground. :D It's also a very good place for grenadiers to take down arty. The openness makes this map great for vehicle combat and countering vehicles. :) And I don't think it's elitistic to tell people to learn the maps they play themselves, I know I won't start giving lessons on hidden paths and special easter eggs for emp_recruits...
     
  3. Shinzon

    Shinzon Member

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    I think there should be another area like the north "Super complex" It takes alot of team coordination to even think of taking down north... casual players will have alot of trouble...
     
  4. Destroyer224

    Destroyer224 Member

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    The bridge should have a hill above it where the comm can build a small base and to help defend the super node. Any smart team will bring an APC up on the bridge and start raining down hell on the res node because an emp_recruit HAS to find out what that big red button does. Either that or let the team A) park an APC inside, or B) give it a flag like in emp_escort - emp_district so that the team can spawn inside to defend it. If you decide to give it a flag, then have a hallway go back into the dam where there's a room that the people spawn in. Don't put it right next to the flag so it's impossible to capture.
     
  5. R_yell

    R_yell Member

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    Where do you want to build that small base exactly? Best way to control the supernode is gaining control over the top dam part. An APC can be placed at the edge so it will be safe.

    My initial idea was to let APCs go inside dam facility. The problem is the small BE CV, it could be safeguarded inside too because has the same width than an APC. So BE could get their CV and an APC, and NF only an APC.

    I don't want to make the entrance so big that any vehicle can go in. Anyway, it's just a little adventage for BE, because if BE need to put their CV inside means that they are pretty much dead.
     
  6. R_yell

    R_yell Member

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    I want to let you know I'm completing another update for this map. There are a few performance improvements, fixed water, and a modification in the dam facility access that lets most vehicles get it or cross the building:

    [​IMG]

    So more possibilities to defend or attack using the lower part of the map.

    Tickets are going to be lowered, from 300 to 200. I find quite interesting the chance of winning a map just dying less times, so this'll help in that way.

    And finally, I'd like to know your opinion about resource rate. Actual is 18 units per second, too many maybe? I think this could be lowered too.
     
  7. Inflames007

    Inflames007 Member

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    nevermined, it's ok now.
    The detail sprites were messed up.
     
    Last edited: Aug 15, 2006
  8. R_yell

    R_yell Member

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    Yes, that issue is also known.

    Well, does everybody think actual amount of resources per second is correct? I have no clear idea about that, but plan to lower the initial amount of cash. Seems rushing the other base with APC is quite popular, and it makes the games very short.
     
  9. Inflames007

    Inflames007 Member

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    Maybe you should make the bridges buildable.
    or change the location of the othere base on anothere side.
     
  10. Private Sandbag

    Private Sandbag Member

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    that's a really good idea! at the start of the game, the bridges have to be made.

    (they can't be destroyed again)


    this means that they either have to go via the dam, which means collision, or they go a longer more visible route.

    I personally love the extra resorces at the start, it gives you so many options, and allows you to move your base north if you wish.
     
  11. mr_quackums

    mr_quackums Member

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    i say lower the rez, but having to build the bridges is cool too, just give them less hp than the damn dam ramps.

    also make the north either harder to defend, be worth less, or make it harder to rush to it (have to build to it).

    on a simi-related note: i realised why i love dustorm so much; it has a super node, the ruins, but it is extreamly hard to keep and having all the other nodes gives you the same res. i think that balance is important unless you want the map to focus on that one spot (think badlands).
     
  12. R_yell

    R_yell Member

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    I don't like at all the buildable bridges idea. If I'm not mistaken, making them buildable means they are also destructable, and that would be a complete mess. Those bridges are receiving damage all the time, they would be destructed each 10 seconds, making impossible any attemp to get the other base using vehicles. Or is there a way to make'em buildable but not destructable?

    Making the start so fast is bad overall IMO. From my experience, the first minutes should be done on foot, on every map. Getting vehicles fast means the other base can be reached fast as well, and that makes rush the most viable option.

    It wouldn't be easy making north harder to defend. In fact, I think there are many paths to attack it now. The real problem is IMO that coordinate attacks are rarely seen in public servers, and it's quite hard attacking north without teamplay. The idea of making north less important giving there less resources is something I'm considering. Central res node could be dropped so north'd produce the same as dam (4 res per second).

    Super node in dust is central res node which gives x2, both ruins res nodes are 1 each. I agree about ruins, the problem for me is that not only ruins are hard to keep, the entire map is hard to keep. Some spots at MValley are hard to attack if defending team is smart, but there is no such possibility in Dust because the entire place is over exposed to attacks. Since the last patch the only strategy in dust is just making light tanks as NF and rule all the map. Well, this is not the thread to discuss Dust, but that's my humble opinion. I won't follow Dust model in any way.
     
  13. Broccoli

    Broccoli Member

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    This is possible. Duplicate the buildable bridge and make it a func_brush. Set this to start disabled. Set the output of the buildable to enable the brush version and kill itself.
     
  14. R_yell

    R_yell Member

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    Ah yes, thx Broccoli. That would work, however the only use I can see is to prevent early rush. The same can be get lowering initial cash as well, that's more elegant than a giant transparent bridge.
     
  15. Broccoli

    Broccoli Member

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    Yup, I agree. No point in over-complicating things. Where would an engineer get all the materials needed to build a bridge of that size anyway lol?
     
  16. Solokiller

    Solokiller Member

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    He gets it out of the vast size of the gameboy's memory of 100 terrabyte.
     
  17. Seather

    Seather Member

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    The file emp_mvalley.bsp in the archive http://www.hlrse.net/empiresvhe/R_yell/mvalley update.rar , seems to be corrupt, i even downloaded it a second time to be sure, this happens to be the one map that the two most populated servers seem to have a non default version of, i'm still trying to figure out what version X is.
     
  18. R_yell

    R_yell Member

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    you don't need to download any map, the official version in every server comes with 1.07 patch. The update I'm working on hasn't been uploaded yet.
     
  19. Inflames007

    Inflames007 Member

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    Is there a fix for the messed sprites?
    For some reason it gets messed up online, but works fine on a privet lan server.
     
  20. R_yell

    R_yell Member

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    Sprites should work once they are added properly. Last time there was some hurry, I couldn't build cubemaps so they were added to the bsp by another person after sprites. That's the reason because water is broken and sprites don't show on games playing as client. Now my computer doesn't crash while building cubemaps so there won't be problems. Just wait until new version is released, there is an SDK issue related to displacements and linux that needs to be solved first. Until then maps based on displacements like this one won't work on linux servers.
     

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