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WAR-ArticStronghold [Screens][Download][PS3][PC]

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    #46
    Huzzah!

    ArcticStronghold was such a beautiful map, good to see it as (As far as i can tell) the first unofficial ONS-to-WAR remake ^^

    Will check it out asapish

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      #47
      Oh you'll see more from me, definetley =)

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        #48
        The bots are actually half intelligent. I'm in awe here XD Good work, seriously. Very vertical, seemingly more than the original (but it's been.. well, a few years) Loads of fun to mess around with the hoverboard and scavenger as well. I have to thank you for not being too purist about the original, and adding necris vehicles. Hate to be too praise-y, but hey, it's what this strikes me as.

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          #49
          Originally posted by HikariOblivion View Post
          The bots are actually half intelligent. I'm in awe here XD Good work, seriously. Very vertical, seemingly more than the original (but it's been.. well, a few years) Loads of fun to mess around with the hoverboard and scavenger as well. I have to thank you for not being too purist about the original, and adding necris vehicles. Hate to be too praise-y, but hey, it's what this strikes me as.
          We need a XD smiley on these forums
          But thanks I appreciate it, I looked at the map and said "Yeah I hope I did a good job on it." But I didn't know I did a spectacular job on it.

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            #50
            Runs great on ps3! You should try putting a few buildings in the map besides just the two bases, maybe a building for the middle node? Or a building with a sniper rifle up in the mountains/cliffs?

            Edit: Theres two places you can get stuck between the rocks downhill from the West Node. And you also can't walk on most of the roofs of the bases, you can only walk on the front half, there is an invisible wall or something on top...

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              #51
              Originally posted by -Rob- View Post
              Runs great on ps3! You should try putting a few buildings in the map besides just the two bases, maybe a building for the middle node? Or a building with a sniper rifle up in the mountains/cliffs?
              I don't think that would work too well.

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                #52
                Originally posted by Bret Hart View Post
                I don't think that would work too well.
                Agreed.

                I have noticed a couple of small issues. It seems like the map doesn't switch you to the other base after you win-- you just keep playing from the same position.

                As a result of this, I didn't notice that the "red" (first spawning base) core doesn't seem to do the pretty kismet explosion sometimes.

                Apart from that, I just think that the East and West nodes are a little light on vehicles. They're good for advancing towards the enemy base with some support using the nightshades, but when attacking from them the single viper is usually not available and necessitates a teleport. This might help the maps balance as a whole, though.

                Bots, while they perform great as a whole, do seem to get stuck in stupid spots occasionally... probably not more often than on default maps.

                Still loving this map. =)

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                  #53
                  Yeah I'm not sure how to get everybody to switch to the other base after you win a round, I'll look into that. I'll add more offensive vehicles to east and west nodes for sure.

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                    #54
                    Originally posted by Bret Hart View Post
                    Yeah I'm not sure how to get everybody to switch to the other base after you win a round, I'll look into that. I'll add more offensive vehicles to east and west nodes for sure.
                    Maybe scavengers? That way its not too big a boost to offense, as I'm very happy with the balance as is, but will give something for people spawning to jump into.

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                      #55
                      No problem, but I'm unsure how to get teams to switch to the other base after a victory.
                      Oh and lol... I was just on the zerofrag forums where I had also posted my map, and their words were "Need alot of work, feels like an early alpha to me, but has potential."

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                        #56
                        Originally posted by Bret Hart View Post
                        No problem, but I'm unsure how to get teams to switch to the other base after a victory.
                        Oh and lol... I was just on the zerofrag forums where I had also posted my map, and their words were "Need alot of work, feels like an early alpha to me, but has potential."

                        Rofl. This map is phenomenal. I even showed it to my GF today (recently won her over to Ut3) and she had a blast with it. First warfare map that I could get her to play. She even had a rather insightful remark about how pleasant it was to have a map with y-axis gameplay (said differently, of course).

                        One more thing I found: The turret at East node is positioned in such a way that it really isn't useful to defend against attackers coming from the direction of the blue core. The ground blocks any possible shots. Raising it a bit higher would correct this. Or, if this was done intentionally for balance reasons, positioning it farther to the other side would make it more useful for a team using it to advance to the prime node.

                        Let's see what people said on zerofrag...

                        Bret, I think alot of the rock meshes you added to this map are too tall. This takes away being able to use the terrain to your advantage while on foot, namely, the missing route over the hills near cores to the primary nodes. I see you have the orb on this map but without this route I see that if you are pinned down to your core it will be virtually impossible to reclaim the prime node. <---The enemy team will have all their vehicles camped in that area and will only have to watch one route.
                        Hm, I'm not familiar with the original so I can't comment on that too much. I do find that the lack of any hitscan weapons at enemy prime makes it possible for an orb carrier to make it down... albeit with much difficulty. But with the mass of vehicles available at the core, the defending side can definitely make a solid push to take it back.

                        I noticed that there a multiple spots where the rocks don't quite evenly fit with the terrain and as a result there's places where a player can get stuck and will have to suicide.
                        I'll be on the look out for this, but I have actually only gotten stuck once... at the front of a base... because I couldn't figure out that I had to jump =P

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                          #57
                          Yeah, I think you're right about the east node. I will try to do something about that. But personally I have collided with every single rock on the map, never got stuck.

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                            #58
                            Oh and I added a turret to the west node, repositioned the turret on the east node so it covers one direction, and added a 2nd ond there so it covers the steep hill.

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                              #59
                              Is there any reason why its all Necris vehicles?

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                                #60
                                Originally posted by Mr.UglyPants View Post
                                Is there any reason why its all Necris vehicles?
                                It works out awesome that way, imho.

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