0 Members and 1 Guest are viewing this topic.
My opinion:1. The background at the base is not needed and just doesnt seem to go with this theme anyway.
2. When I played, people have always abused M79 boosting to the roof, if there isn't an invisible roof, make some sort of way to prevent this abuse.
step1: score until you have more pointsstep2: grab the flag againstep3: go up there and you're godstep4: win when the time is out
Eh.. First, there are only 2 spawns up there, so you won't get any backup.Second - round limit is usually long (20 minutes on Grayevard INF, I think). Not much fun sitting with flag and waiting for the round to finish.. I never seen anyone do something like that.
I never seen anyone do something like that.
Where exactly are the anti-spawnkill polys?If they are the red polys as shown in one of the previews (http://img190.imageshack.us/img190/6673/preview2o.jpg), then I have to say they are both very flawed.
Quote from: L[0ne]R on December 09, 2009, 09:49:21 pmEh.. First, there are only 2 spawns up there, so you won't get any backup.Second - round limit is usually long (20 minutes on Grayevard INF, I think). Not much fun sitting with flag and waiting for the round to finish.. I never seen anyone do something like that.I've seen it before, though rather rare.Anyway, I suggest that roof should not allow anyone to go off-map. ie: you can't go past that hill even if you are a professional m79 booster.I don't really like the idea of the Alpha players spawning on land there, I prefer it in mid-air.
In blank scenery is some sort of bug, two edges that are connected in "scenery point" (I mean the points then you got points on in polyworks) causes this.
Also the polygon types aren't written in stone, meaning that they might have some changes still, so it's better if you don't use only bravo go through polys. Especially when it has no real meaning there (on route leading to bravo spawns).
Quote from: L[0ne]R on December 09, 2009, 09:49:21 pmI never seen anyone do something like that.I did this once on inf_Moonshine. There was this bug that allowed a player to get under the house, inside a non-colliding polygon, by using an m79 boost downwards into the floor at the left side entry to the house.It was fun for that one time, I rushed into the base, grabbed the flag and then pulled out my m79 and blew my self inside the polygon under the house. I sat there the entire match with all the other players going "WTF FLAG???".It was possible to kill me with explosives while I was hiding down there, but since I stayed quiet the whole time, no one got any ideas on doing that.
You always put awfully a lot extra polygons below or around the map, why?
Quote from: Suowarrior on December 10, 2009, 02:59:24 amIn blank scenery is some sort of bug, two edges that are connected in "scenery point" (I mean the points then you got points on in polyworks) causes this.Is it just the blank.bmp that does it? I used them the same way in my Outpost rework, did the same problem (probably at new mini-route for reds) occur there too?I'll see what I can do about this, but any info on how this could be fixed will be helpful.
They're polygons that collide only with players of certain teams (if player has a flag - he will collide with those too, no matter what team he is on). I placed red-players-collide wall in blue base and blue-players-collide on red base.I know there isn't much spawnkilling going on in blue base, but I thought even for them some anti-spawnkill measures won't hurt. The red stuff is actually a row of colliders to prevent nades and bullets from going through.Why do you think they're flawed?
That border is showed only in two sides of the scenery, let's say it's the right and the bottom. To fix that, all you have to do is to change scenery's order (using home or end, etc) and put the un-bugging scenery side in front of the bugging one.
It's not about lack of [whatever], it's about complete prevention of [whatever].For blue base, the location of the anti-spawn poly should be put at the hole where blue drops down from. I know, not much spawnkilling, but it is still possible for some idiot M79er to fly up there and start spamming nades and M79s before Blue can even get out.
The lower spawnpoints are redundant, especially since they don't lead to the top right of the blue base anymore. Not to mention there is already a vest spawn on the way out.
Flag hurt polys at the top are okay. It's not like the flagger won't know how to stay off the ground, and he has a height advantage over anyone attempting to climb up. Not to mention teammates can spawn there.
Well, I can leave the right side normal, but the roof itself will hurt flaggers. How does that sound?
Quote from: L[0ne]R on December 11, 2009, 01:31:24 amWell, I can leave the right side normal, but the roof itself will hurt flaggers. How does that sound?Flag can be thrown aside, back to the sniping seat, repick flag when it starts flashing ~ repeat.Thats what it sounds.