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Syn_desert_strike_b2 first public version.

#21
User is offline   pur 

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i will use the same system i did for my rockets (max limit) on using math_counter +filter etc...

It's a bit harder to do on ep2 cause of the amount of things to do especially in a edt :s
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#22
User is offline   Rothgar 

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QUOTE (pur @ Oct 29 2008, 04:21 AM) <{POST_SNAPBACK}>
i will use the same system i did for my rockets (max limit) on using math_counter +filter etc...

It's a bit harder to do on ep2 cause of the amount of things to do especially in a edt :s


Nice map pur

This map is fairly hard with not many players but gets fairly easy with a lot we had around 10.

A few things I might suggest:

We found that the top guns were a bit difficult to shoot down at people with, due to the big gun taking up most of the viewing space, maybe this could be changed like someone mentioned before.

I thought the map wasn't epic enough at the house and at the base?

I loved when the door got blown up, that was awesome, but I think this should happen earlier on and maybe have more fighting targeted at those building so people are forced to run and take cover elsewhere and fight there way back sometimes? It ended up being a bit easy at times and just dragged on at points. Level 10 was hard but also frustrating, the poison guys were annoying also as they were so easy to kill in vehicles and just dragged on and on and on. Maybe there should be a mixture of NPC's instead of just one type? Shorter more compacted levels and more of them or something?

In either case our players likes it nice job. Yes the visuals are a bit lacking and maybe you can move the map boundaries out a bit so you can run around a bit more but the overall map was quite fun.

I would like to see some more epic battles with a range of NPC's though smile.gif Also as I said more fighting targeted on the buildings with infiltrations which should spice things up a bit and force people to run and seek cover elsewhere. For example maybe take over the base and people will be forced to take refuge in the house and then fight their way back into the base then alternate the infiltrations between the buildings.

Also lvl 10 with the ships maybe have ground units as well like combines or something and have the big ships beam both bases not just the house? As the base was fairly easy and the logically you'd think it would shoot/blow up the big rocket gun as that is the threat smile.gif
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#23
User is offline   pur 

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All of your ideas are pretty good but you know , and as i already said this map was at first just a fun stuff i wanted to do in the less time and with less details as possible , if i add some destructible things and some others stuff it may the map wont run good as it used to be .
I did lot of changes since the first beta due to that .
But if i make a beta4 or so i will still keep your advices in head wink.gif .
Btw thanks for comments .
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#24
User is offline   Necromas 

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I'm not sure what version of the map the server was playing, but here are my thoughts after trying it.

For some reason when it said "Get to the panic room! You have 25 seconds!" or whatever it was, it would immediately start the countdown at 20 seconds, which made it harder to get to the panic room in time than if it was actually 25.

The rocket turret never seems to shoot very close to where the crosshair is aiming.

Otherwise it seemed like a pretty good map, not the prettiest but I like the whole "Defend the base!" approach.

It is pretty hard when you have a small amount of players. Which isn't necessarily a bad thing.
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#25
User is offline   NoMaD 

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Personaly I love the map. Wish I could find servers that actually play it, though...
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#26
User is offline   CMaster 

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QUOTE (NoMaD @ Nov 29 2008, 12:12 AM) <{POST_SNAPBACK}>
Personaly I love the map. Wish I could find servers that actually play it, though...


It runs on my server (CM's server) if you nominate it (not in normal mapcycle). Do bear in mind that it requires Ep2 content.
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#27
User is offline   pur 

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QUOTE
For some reason when it said "Get to the panic room! You have 25 seconds!" or whatever it was, it would immediately start the countdown at 20 seconds, which made it harder to get to the panic room in time than if it was actually 25.


it just cause the time to say the message took 5 seconde and start at it so the next message to display is 25-5=20 laugh.gif wink.gif
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#28
User is offline   NoMaD 

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Ouch. Very difficult. The Big Gun is very inaccurate and you generally have no actual sense of hitting something with it.

The Level with the white antlions (6 or 7) came across as aggravating and gamebreaking rather than challenging or entertaining.

Tower turrets are semi useless, and while looking for more impressive than the regular mounted guns, they are inaccurate and very ineffective. Also, the huge turret in front of the main cannon has a very annoying railing in front of it that reduces much of it's effectiveness.

Other than those few problems, I thought the map was well designed.
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#29
User is offline   crazydog 

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I've noticed that the second gunship (if there is one) never shows up at the end, so the map goes on forever. Not sure if that's just me.
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#30
User is offline   mariusbear 

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My wife and I played this level over the weekend! it rocks! All 10 levels were great! I must say we really battled with all the bad guys, and eventually had to use 'impulse 101' at times.... but all-in-all very playable!! Gr8 Fun!!
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#31
User is offline   ultradude25 

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The big gun really sucks compared to the other guns. It's not worth getting the ammo pack.

The main problem is 90% of the shots don't hit because they hit the rail in front of it instead. Make the gun higher and it would be ok.

Also the rocket launcher, should be disabled until you get to the part with the gunships, since you have limited ammo (Or is that just a bug?).
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#32
User is offline   mariusbear 

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in our quest, we were looking for the ammo rack for the BIG GUN, but could not find it...any clues please?
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#33
User is offline   ultradude25 

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It's the huge box next to the rocket spawner.
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#34
User is offline   mariusbear 

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ok, will have to look 4 it again. thanks!
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#35
User is offline   crazydog 

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Because the rocket launcher is crashing servers right now, could you release a temporary version with the rocket launcher removed, and maybe an RPG spawn where it was, and an RPG Rocket spawn where the other rockets were?
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#36
User is offline   VOSK 

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QUOTE (crazydog @ Sep 7 2009, 08:09 PM) <{POST_SNAPBACK}>
Because the rocket launcher is crashing servers right now, could you release a temporary version with the rocket launcher removed, and maybe an RPG spawn where it was, and an RPG Rocket spawn where the other rockets were?

Is it crashing for this map specifically?
(I'm assuming so, since I can fire my RPG on stock maps and campaign maps.)
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#37
User is offline   crazydog 

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It's not the RPG that's crashing, it's the giant rocket launcher that he built just for this map.
I'm asking if he can replace that giant rocket launcher with an RPG until the crash is fixed.
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#38
User is offline   pur 

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i am on it , right now ,i will make a little releaze as fast as possible with most bugs fixed .

QUOTE
I'm asking if he can replace that giant rocket launcher with an RPG until the crash is fixed.


sure
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#39
User is offline   VOSK 

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QUOTE (crazydog @ Sep 8 2009, 02:34 PM) <{POST_SNAPBACK}>
It's not the RPG that's crashing, it's the giant rocket launcher that he built just for this map.
I'm asking if he can replace that giant rocket launcher with an RPG until the crash is fixed.

Oh alright, my mistake.
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#40
User is offline   ultradude25 

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Couldn't you simply replace it with an edt?
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