Re: Refinery

They will be.  I didn't have time to do it for the version of the map I just pushed out but in the next version the vehicles will be locked.

9 (edited by Luke SkyRaper 2008-09-20 10:02:56)

Re: Refinery

I only had time to play a few of the new maps yesterday , but the Refinery map is freeking gorgeous ... and huge.
As a combined arms map, it will become one of those omni-potent maps loved by everyone I think. Great freeking job.

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Re: Refinery

Luke SkyRaper wrote:

someone delete my redundant thread above.

You can delete it yourself by just pushing delete on the first post. tongue

I really love the refinery map, especially for A) The giant bulk freighters...that's just epic, and B) The inclusion of the lambda shuttle! big_smile

One suggestion I'd like to make is have ladders climbing up to the panels in the CP in the middle of the map, It would make a good lambda pick up spot if anyone could get up there. smile

Curses, foiled again!

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11 (edited by Bandu 2008-09-20 11:32:16)

Re: Refinery

Zyth wrote:

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.

-Frame rates:
It was ok, could maybe use a bit of a boost in certain areas - tho I cant for the life of me remember the names of the CP's (will get back to you on that)

-Vehicle spawns and locations:
Seemed fine from what I could tell. I understand not wanting to have laods of heavy armour, but having enough available transports is crucial seeing how its a very large map - tho abit of mathematics can determine the right amount (not sure how many you have)

-Player spawn locations:
Didnt notice any blatantly bad choices. Will pay more attention today.

-Flow of the map
I dont know which version we were playing yesterday, but the map seemed too large for 25 players.  The 32 map version should probably have the docking area (with the cap ships) omitted.
I found myself, as an imp, not doing much fighting on the map - most of the time waiting for the rebels to attack.
I think the flow of the gameplay suffers somewhat by the sheer scale and complexity of some of the areas - I am thinking mostly of the platforms.... I think there is one CP which is situated on elevated platforms right by an expanse of water which seems to have about 4 levels, which may not help much in that respect alone, but with little obvious ways of transversing to different levels the issue seems to be compounded further.... tho liek I said, the map seemed too big for 32 peeps.
I like the detail and complexity in which you have put statics together Im just thinking that possibly in some areas it may be abit too much - it would help performance abit too...however Id like to try the map again with decent numbers to see if I still feel the same.

On a visual note. I think it has a nice ambience but id like to see abit of vegetation around the map to give it abit more variety and life. I like the type of tree you have used , however sparingly tongue  .. add more! smile  .... the textures look abit bf2-y so Ill make you some hi rez custom ones to use at a later date when I have a go at increasing the visuals, further, for you .

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Re: Refinery

All maps running on the DSServ are currently 64player - they will seem a bit large tongue

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

Re: Refinery

Houston! We've got a problem!

Ok, we ran into a glitch today where somehow there ended up being two or three shuttles at one time, then everyone's connection just went wild. The server's ping when I went to the menu was something like 1300. It took a long time but someone managed to destroy a shuttle and save us, but by then everyone had left. sad

Curses, foiled again!

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Re: Refinery

From playing this last night seems a cracking map when well populated, the size issues as mentioned before seem to be just because it is the 64 player version, so that seems fine. The vehicles do seem a bit limited, but that is fine as it means more infantry action than you'd find in, say Ryloth. Are there 2 fighters for each faction? I only ever saw one X-Wing, but I know that the Imps have a TIE Fighter and TIE Interceptor. I'd suggest giving the Rebels a Y-Wing too as this is more suitable for combined arms maps with its bombing capability making it an excellent air support craft. I don't think the Imperials need a Bomber too as they seem to have a bit of an advantage in this map with the high ground anyway, so keep them to just the 2 TIE craft they currently have.

The platforms just near the Imperial base (the last CP before the Imp base) seem to have some issues, possibly material property based, vehicles seem really bouncy when you cross the bridges. This resulted in one hilarious moment last night when a TIE crashed into me and flipped me off of the bridge. That shat me up I can tell you. lol. But yeah, there is clearly some issue on these platforms as later other vehicles handled strangly on there too, so that needs looking at.

I agree with Bandu that some of the CP areas may be a little complex making it hard to find the actual flag.

Other than that I find this map a real blast and can't wait to have a go on it again tonight. The thing that struck me about it was how balanced everything seems to be, there is need for air, ground and infantry forces in equal measure, none overpowers the others significantly which is really good, and they all have their uses.

The Mortar Freerunner is also essential for advancing up that hill towards the platform CP near the Imperial Base as it can rain cover fire down for advancing troops and if it goes to the front line can provide excellent cover with its smoke canisters, so you have a tactical situation that needs solving with the Imperials in such an advantageous position and the Mortar Freerunner is very much the key, so nice work there, and nice work overall.

cool

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