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February 03, 2010, 11:25:38 AM #0
Cell-666

Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Once you have had a run about the map post any idea in here. I won't be macking any major changes like to scenery etc. But it's more to do with vehicle placement, balancing etc.

I'll place things that I need to do here so I can keep a track of things.

1. Add out of bounds area. *ADDED*
2. More vehicles near proto area. *ADDED*
3. Add weapons in the proto factory
4. Fix Likons bugs
« Last Edit: February 03, 2010, 06:09:55 PM by Cell-666 »

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February 03, 2010, 02:48:12 PM #1
Gi Ladouche

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Just played it, love it! Great job Cell. I noticed once that a tank spawned as soon as another one moved think it was in the B5 area, maybe some are too close? When this map goes up will you get a repair torch? Last the under ground weapons cache bunker in the middle needs some vehicles around it, maybe a couple of little trucks. I hsve not explored it fully.


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February 03, 2010, 03:14:18 PM #2
Biglitter

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

you have two waterfalls at the one end of the map, one after the other, some nice scenery there too, just wondered if you could make the lower waterfall have a deeper pool at the bottom so we can base jump off it ?  Grin Kiss

otherwise same good old map like Valley Storm, it is big and will take some getting use too.
« Last Edit: February 03, 2010, 03:16:02 PM by biglitter »
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February 03, 2010, 03:18:33 PM #3
Cell-666

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Gi it's not set for normal BK rules so yeah you'll spawn with a tourch when it goes on the main server. There are plenty of touches placed about though. Added the vehicles suggestion to the list, I'd actually forgot to add some there lol. As it happens I'm just going to do an update so that will be coming on later today.

Big not really going to change that sort of stuff unless it really effects gameplay.


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February 03, 2010, 03:49:46 PM #4
Cell-666

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Just uploading v1.1 now. Added out of bounds area and more vehicles round the proto. Fixed disconects with minimum graphic settings.


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February 03, 2010, 03:52:58 PM #5
DragonHeart

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Ok, I played a few rounds with Scorpio and Behle.  Great map, Cell.  Like Battleground on steroids.  Here is my list:

1- No time limit (or large time limit), just standard reset when empty
2- Spawn with repair torch
2a- Spawn with binoculars or at least put some in the game.
3- Can't pick up the few repair torches that are there for some reason
4- Add repair torches to weapons tables/crates that are there
5- Add weapon tables/crates where vehicles are (variate weapon type from table to table)
6- Add weapon tables/crates to bunkers, all buildings/sheds/houses
7- Vehicles are FINE.  There are enough.  2 vtols is good, just like Savanna.
8- Need mounted machine gun/gauss gun behind sand bags on front of building in G7
9- Please no teleport mod due to size of map


"The only thing necessary for the triumph of evil is for good men to do nothing." - Edmund Burke
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February 03, 2010, 03:57:52 PM #6
Cell-666

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

OK Dave I'll look into the weapons things. As far as server mods, spawning with weps/tourch etc, your not testing them lol. If there's a portal mod on thats on the server. I'll look at removing the server mods for the test.


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February 03, 2010, 03:58:15 PM #7
DragonHeart

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Just uploading v1.1 now. Added out of bounds area and more vehicles round the proto. Fixed disconects with minimum graphic settings.

Well, one of the things i like is that the out of bounds area is next to the hills.  Please dont bring it in more as I HATE that damned red window telling me im gonna die!  I hate that in Battleground.  Keep it as far out as possible.  THanks.


"The only thing necessary for the triumph of evil is for good men to do nothing." - Edmund Burke
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February 03, 2010, 04:01:36 PM #8
Cell-666

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

I have brought it down as it was WAAAAAY to big.


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February 03, 2010, 04:03:44 PM #9
Cell-666

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

I've just rebooted it now. If you get stuck in the download loop remove the folder name The_Valley_Storm in your Wars My Documents bit. It should overwrite though.


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February 03, 2010, 04:05:40 PM #10
Scorpio

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

i had trouble finding repair tourchs and when i did find one i kept getting a message to say i could only carry one kit lol but i hadnt got one. so i was unable to pickup a repair toruch.

attaching picture of the location of repair tourch i couldnt pick up.

also i found it hard to find weapons in the surrounding area of the proto/excavation site. all the weapons are in the underground area so if someone is down their, its very hard to attack as you run out of ammo and they have an unlimited supply of every weapon lol iv only played 2 rounds so far so maybe i just havnt found the weapons yet :p

also will we start with binoculars when the bk rules are applied on final map?


R.I.P Scopy
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February 03, 2010, 06:04:05 PM #11
Likon

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

ok few bugs and opinions
first there is those bugs u can see on 1st and 2nd pic (its the same house)
then there is the limit in the vtol cave that should be larger, btw loved the secret tunnel xD

about opinions i think the water looks ugly, maybe if u can do something about it, but maybe it has just to do with my low settings
also i think that in the underground bunker there should be only 1 MOAR (or whatever its name) 1 fgl and no gauss rifle, and then u should put the gauss rifle inside prototype and maybe a few more things so there is something worth fighting for inside proto
also about the underground bunker maybe u should put some weapons aswell on the 2 entrances and near the elevator, cause i think it would create some interesting battles between the guys that protect the bunker and the ones that want to get in

the rest is great cause basically its the same map Tongue




"Crysis2 = Battlefield-Medal of Honor-Call of duty-shit that looks like Halo... " - Basty
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February 03, 2010, 06:12:54 PM #12
Cell-666

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Updated my to-do list in the first post.

Likon the water looks like that because of your settings. I'll add some more weapons round the place, never actually finished placing them to be honest. Just wanted a test before I added more.

@Dave, the torch thing is because you need to drop something lol. I had no problem picking them up. As I said earlier this is a map test not a server mod test, when it goes on our server the server rules will apply.


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February 03, 2010, 08:38:39 PM #13
DragonHeart

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

Just wanted to second Likon's post about the boundary being too small in the vtol cave.  Or maybe move the crates inside the boundary.  I flew around the perimeter.  Seems to be ok. There are plenty of sniping spots anyhow.  Were you planning on submitting it for rotation on TIA server?


"The only thing necessary for the triumph of evil is for good men to do nothing." - Edmund Burke
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February 03, 2010, 08:53:28 PM #14
Gi Ladouche

Re: Ideas For The New TIA Map (NOT FOR NAME SUGGESTIONS)

No day and night cycles please, they should be off the other maps too but thats my opinion. Also could this replace battleground?


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