inv_turbine - Now with more RC!
- Masakari
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Okay, this is the last version I can produce before we do some testing on it (Which I want to do sometime this weekend).
Big changes in the RC:
-Flags are now increased to 25.
-There is now a five second drop time. Any team can pickup the flag in that five seconds.
-Respawn waves set to 12 seconds for each team.
-Entrance closest to the intel room for each spawn is gone.
-Stickies do not stick around the center area. This means no sticky camping the intel!
I want to get a playtest going sometime this weekend too (With any luck) - will let people know when it happens! The server will be locked (Since I'm using a decompiled map to test the play idea), but feel free to ask anyone on the server for the password!
Big changes in the RC:
-Flags are now increased to 25.
-There is now a five second drop time. Any team can pickup the flag in that five seconds.
-Respawn waves set to 12 seconds for each team.
-Entrance closest to the intel room for each spawn is gone.
-Stickies do not stick around the center area. This means no sticky camping the intel!
I want to get a playtest going sometime this weekend too (With any luck) - will let people know when it happens! The server will be locked (Since I'm using a decompiled map to test the play idea), but feel free to ask anyone on the server for the password!
I am the 1%!
- Plinko
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I think we had a lot of fun with it last night.
I agree with the common sentiment that the INT should re-spawn on a delay timer, it was just too easy to cap 2-3 times very quickly because you could cap and have a scout sitting waiting for the respawn while the other team was freshly dead or skirmishing with people in the intel cap room and get another cap before they even begin to recover.
I really can't think of a different way to combat that problem unless there's a way to force it so that post-cap only the team that did not score can pick up the INT first.
I agree with the common sentiment that the INT should re-spawn on a delay timer, it was just too easy to cap 2-3 times very quickly because you could cap and have a scout sitting waiting for the respawn while the other team was freshly dead or skirmishing with people in the intel cap room and get another cap before they even begin to recover.
I really can't think of a different way to combat that problem unless there's a way to force it so that post-cap only the team that did not score can pick up the INT first.
"I made all my gold into pants" - Ignatius

I don't think the delay would fix the problem tho, you could still camp the intel, what it does do is give the defensive team to get in position to defend.
I thought it would be cool to give crits to the team that just got scored on. Like what valve implemented, but on the other team. So your team caps it and the other team goes crazy so they can't take back the middle.
That will also take the steam out of the roll for the team that just capped
I thought it would be cool to give crits to the team that just got scored on. Like what valve implemented, but on the other team. So your team caps it and the other team goes crazy so they can't take back the middle.
That will also take the steam out of the roll for the team that just capped
- Masakari
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[quote="l3eeron";p="235972"]

Hey!
I haven't had my coffee yet....
SO, how did it turn out?
[/quote]The concept was good, but I think Turbine wasn't the map to do it in. I'm actually using this concept in the map I've been slowly working on for almost a year (ctf_ruins), but the biggest thing left in that map is detailing, something I'm not nearly decent at yet.
I do have a bit of a second wind with that map since someone made altered Egypt textures that incorporate team colours into the textures ina very subtle and nice way. I do intend to continue working and eventually finish the map, I just don't want to put any kind of deadline on it.
Give me a shout sometime B and I can show you what I currently have for the map. There is a topic and a build for the map on the forums, but it's considerably outdated now.

Hey!
I haven't had my coffee yet....
SO, how did it turn out?
[/quote]The concept was good, but I think Turbine wasn't the map to do it in. I'm actually using this concept in the map I've been slowly working on for almost a year (ctf_ruins), but the biggest thing left in that map is detailing, something I'm not nearly decent at yet.
I do have a bit of a second wind with that map since someone made altered Egypt textures that incorporate team colours into the textures ina very subtle and nice way. I do intend to continue working and eventually finish the map, I just don't want to put any kind of deadline on it.
Give me a shout sometime B and I can show you what I currently have for the map. There is a topic and a build for the map on the forums, but it's considerably outdated now.
I am the 1%!
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