1 (edited by Safe-Keeper 2008-09-19 16:04:09)

Topic: Refinery

Discuss the Refinery map as presented in the public build here smile .

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Refinery

i found at least 5 walkways that need attention on Refinery,your feet seem to sink into them i got screenshots if u need them.also found part of one of the bridges was tearing too.

http://stats.fsmod.com/fssig.php?player=Johnlocke666

Re: Refinery

Hey guys.  Well, since Safe-Keeper started a topic for this map already I'll just post what I have to say here. 

Keep in mind that the aesthetics (terrain color, water color, and lighting) are only placeholders and will be worked on later.  So you can ignore those for now.

Also, I wasn't able to squeeze in the latest version of this map to the beta so there will be some changes to the way the CPs can be taken and also some additional pathways open (a new ramp from the Rebel main spawn, another road access to the Dock, and an infantry only path from the Dock to the Imperial Stronghold island.

Things that I would like feedback on are:

-Frame rates:
    Do your frame rates drop noticibly around some of the larger structures on the map (Drilling Platform, Com. Tower, etc)? Is it more than on other maps?  Make note, especially when there are heavy concentrations of players and firefights in these areas, if you are getting acceptable frame rates or if things start to feel sluggish. *It should be noted that the Lambda is known to cause lag when it gets close to objects.  So as best you can,  make sure that if you experience lag its not from the Lambda.

-Vehicle spawns and locations
    At what CPs, if any, would you like to see more vehicles spawned?  What types?  Are you happy with the locations of the vehicles that are already in game?  Keep in mind that I'd like to keep this map low on heavy armor.  Two tanks for each side at the most on the 64 player version unless you have a strong argument for more.

-Player spawn locations
    Do you like the current locations?  Have suggestions for more locations? etc...

-Flow of the map
    How does the action flow?  Are there any CPs that are too hard/too easy to take?  Are there any CPs that are too hard/too easy to defend?  How should the ticket ratio, ticket bleed be adjusted for each of the player versions(64, 32, 16)?

Those are the main ones.  Of course, I'm interested in hearing whatever it is you have to say.  Thoughts, concerns, etc.

Anyway, thanks guys and have fun.

Re: Refinery

UKWF-Johnlocke666 wrote:

i found at least 5 walkways that need attention on Refinery,your feet seem to sink into them i got screenshots if u need them.also found part of one of the bridges was tearing too.

Those wouldn't happen to be the narrow corner walkways would they?  I've also noticed that they have some collision problems going on. 

Do you have a screenshot of the bridge?  I'm not sure where you mean.

Re: Refinery

FrameRates: Framerates are great I don't get much of a decrease (Of course I have a high end card..)

Vehicle Spawns and locations: No comment for now

Player Spawn Locations:  I think the CPs definitely need to be a bit closer together and compact. The wait between battles is a bit too long so if you add a significant amount of CPs in between the current ones the gameplay would be much better.  This was on the 64 man version but we only had 20 players. 

Flow of the map: I think it was pretty much summed up in the above statement.  With increased amount of CPs it will be easier to take them too.

Re: Refinery

Vehicles need LOCKED!

BlackIntel Game Leader
DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

Re: Refinery

Vehicles need LOCKED!

Aye.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.