Warhammer_F1 A Final Playtest

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Re: Warhammer_F1 A Final Playtest

Post by spm97 » Mon Mar 05, 2012 10:05 pm

NOOOOO!!!! I have a meeting tomorrow night from home!!!

Grumble Grumble.
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Re: Warhammer_F1 A Final Playtest

Post by Checkm8 » Mon Mar 05, 2012 11:18 pm

I may peak in but I am swamped for work right now. sad times :(
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Re: Warhammer_F1 A Final Playtest

Post by Oni » Tue Mar 06, 2012 10:36 am

Bah, between work and school I have to revise my previous commitment. I might be there near the end but I just can't say for sure.
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Re: Warhammer_F1 A Final Playtest

Post by Flash » Tue Mar 06, 2012 11:15 am

It looks like they've cancelled my assignment tonight so I think I'll be there on time!

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Re: Warhammer_F1 A Final Playtest

Post by TheCarpe » Tue Mar 06, 2012 1:36 pm

Just so happens to be on one of my rare evenings off, count me in :)
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Re: Warhammer_F1 A Final Playtest

Post by MateoTheBold! » Tue Mar 06, 2012 10:29 pm

Ugh..I'm sorry I missed this. Zook and I had something pop up.
:cry:
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Re: Warhammer_F1 A Final Playtest

Post by One_Medic_Army » Tue Mar 06, 2012 10:31 pm

I didn't notice any problems, and I like the current way that last point is, easier to get in and easier to get out. Much faster and less stalematey, and there's now the possibility of taking back 2nd.

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Re: Warhammer_F1 A Final Playtest

Post by Soup Nazi » Tue Mar 06, 2012 10:58 pm

I love it so much. Almost all edges are fixed, and there might only be a few coloration things. Other than that, it's perfect! Also, I heard so many people commenting on how open it feels, especially for jumpers. Way to go buddy! It's great!
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Re: Warhammer_F1 A Final Playtest

Post by Flash » Tue Mar 06, 2012 11:52 pm

There were some complaints about low ceiling blocking sticky jumping. I'm not a demo so I can't comment personally and I'm not sure if the ceiling is different from regular Warpath.

The only thing I noticed was the prop fade (barrel and pallet ) just above and to the LEFT of my crosshair in this screen shot. Not sure if it really matters or if it is even visible from the ground.
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I really like the map, nice work!

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Re: Warhammer_F1 A Final Playtest

Post by Oni » Wed Mar 07, 2012 1:57 am

I managed to make it for the second half, I have to say the map flows very well. It was great fun, seems like 99% of the issues were ironed out.
Thanks for all your work on it Hammer!
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Re: Warhammer_F1 A Final Playtest

Post by M's » Wed Mar 07, 2012 8:53 am

Flash wrote:There were some complaints about low ceiling blocking sticky jumping. I'm not a demo so I can't comment personally and I'm not sure if the ceiling is different from regular Warpath.

The only thing I noticed was the prop fade (barrel and pallet ) just above and to the LEFT of my crosshair in this screen shot. Not sure if it really matters or if it is even visible from the ground.
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I really like the map, nice work!
And the skybox is a little lower than normal.
I was up there lastnight and the barrel and crate where there for me.
But it seemed to play well.

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Re: Warhammer_F1 A Final Playtest

Post by Plinko » Wed Mar 07, 2012 10:26 am

I still worry that Point 2 is never re-taken that I've seen once the opposing team holds it for about a minute. It's hard to say if having 6 or 8 players a team doesn't allow them to cover the final well enough to re-group or if it's something else, but I've played about 20 rounds and still never seen a team re-take 2 unless they do so immediately, nearly every time it's been a roll into 5.
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Re: Warhammer_F1 A Final Playtest

Post by Mad-Hammer » Wed Mar 07, 2012 11:31 am

First, thanks to all you for taking the time to playtest. I hoped after this I could call this final and let it retire to the Island Of Misfit maps but.......it needs something, something.

Taking out the gate at Point 1 took out a bottleneck but still doesn't give the defenders a chance to stage a defense. Even with a delay on the tunnel gate, the attackers were usually at the point before our engy even had time to put up a sentry.

So, I'm thinking, what if I put up another breakable wall at the point. Does two things, slows down the attackers yet the defenders can still access the cave to mount an attack on their second point.

I'll follow the thread to see how you all respond to this idea.
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Re: Warhammer_F1 A Final Playtest

Post by Plinko » Wed Mar 07, 2012 1:08 pm

I was thinking of a breakable wall idea, too- maybe the right thing to do would be to make it break from the defenders side over by point 2 - so the defenders can use it for a breakout or force the offense to get someone through to break so it would be a little delay before they could get it open.

I seem to be alone in the idea that point 5 cannot be held for any length of time, does anyone else feel the same way?
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Re: Warhammer_F1 A Final Playtest

Post by One_Medic_Army » Wed Mar 07, 2012 1:28 pm

It's certainly harder to hold point 5, however I think a large portion of that is just due to problems finding a good defense/offense balance. The times 5 was capped quickly were mainly when a large group was trying to re-take 4, and there wasn't much defending last. Whenever I was part of an end-cap I just came through the usual routes, and nobody was there stopping me.
The breakable seems like a good idea, something to slow down the attacking team between 4 and 5, since it takes the defenders time to respawn and get over to last.
Perhaps have a small mini-cap point that opens the wall to last, like the platforms that lower the bridges on wacky races?

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