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Post by Terminator on Mar 28, 2009 21:21:52 GMT -5
It's coming and i want feedback
-Planned Changes-
-will be shallower -will have trigger_hurts at the bottom of the ocean for shipwreck removal -submarine tunnels will be more obvious -possibly 3d sky box of ocean (will make the map feel bigger) -removed bridges to center point so its harder to access -moved in two starting islands because they were out of range of any possible melon strike from the center platform if one existed -added wind and currents -added cubemaps
Please post suggestions so i can make the map the best it can be
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Post by feha on Mar 29, 2009 8:21:35 GMT -5
Make it dynamic, one way could be making a small fog that sometimes sweeps trough the map which players can use as cover. Maybe add winds at higher altitude, making people rather use land vechiles and water vechiles then a hoverball doomsday ship..
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Post by Lap on Mar 29, 2009 11:54:29 GMT -5
idea for thius map place melon strike tower on a floating platform thats hard to get to ever time i play v2 me and multipule ppl get the harvesters striked in the first 5 minutes Communications uplinks are not part of the map. Neither are resources or capture points. This is for the naked map itself.
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dark dragon
Full Member
ENEMYS OF THE MELON BEWARE
Posts: 191
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Post by dark dragon on Mar 29, 2009 12:24:13 GMT -5
i mean for the variants so on the map just make a hard to reach area to place the melon strike tower
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Post by Lap on Mar 29, 2009 12:51:21 GMT -5
If it's out of reach of everything what's it going to fire strikes at? The ocean?
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dark dragon
Full Member
ENEMYS OF THE MELON BEWARE
Posts: 191
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Post by dark dragon on Mar 29, 2009 13:11:17 GMT -5
ok make where it goes moving up and down aka in first 20 min it out of reach in secont 2o meni it in reach last out of reach again.
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Post by Terminator on Mar 29, 2009 13:29:47 GMT -5
Darkdragon does have a point about the central point's accessibility and its too powerful of a position to remain unchanged, i see that it is the most likely place where a melon strike relay will be paced on the variants of island, however the platform must be SOMEWHAT accessible and it cannot be on a moving platform because any structures don't seem to want to stay with the platform as it travels. So i have decided to make the area a little harder to get to by simply removing the existing bridges to the center platform. Players will now have to do more then just send a single melon to claim whatever may lie there.
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Post by feha on Mar 29, 2009 13:33:07 GMT -5
Removing the bridges wont help, as people use flying stuff anyway (could be changed using wind). Another way they use is outposts, and I hope lap makes it not possible to spawn at melonstrike.
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Post by Terminator on Mar 29, 2009 13:38:16 GMT -5
the outpost problem can be solved by creating a "no build zone" in the in-game editor and yes i do plan on adding wind to the map (thanks for the idea )
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dark dragon
Full Member
ENEMYS OF THE MELON BEWARE
Posts: 191
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Post by dark dragon on Mar 29, 2009 13:38:53 GMT -5
or have it to where the plate form has a kill function around it for the first 10 min so melons that try and cap it would be distroyed.
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Post by feha on Mar 29, 2009 13:40:06 GMT -5
How about making strong currents in the water, using push? If you look it up, I bet you even could make it look realistic:O.
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Post by Terminator on Mar 29, 2009 13:45:15 GMT -5
actually that not a half bad idea dragon, it would solve any problems with rushing any melon strike that would be there, I'll consider it. And the currents would interesting as well, i think we need to get in an instant messager cause we're basicly having a conversation through posts
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dark dragon
Full Member
ENEMYS OF THE MELON BEWARE
Posts: 191
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Post by dark dragon on Mar 29, 2009 13:46:49 GMT -5
THANK YOU
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Post by feha on Mar 29, 2009 13:46:56 GMT -5
The problem with trying to fix a variant using the mapper, would be that in some variants these fixes would only be annoying and unnecesary...
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