User panel stuff on forum
  17 posts on 1 page  1
Maps & Textures
2009-04-09, 11:32
Member
569 posts

Registered:
Feb 2006
This thread is made under the assumption that dm2 needs some modification to allow for more interesting tournament duels.

Personally i think it is important to change as little as possible (Not sure if below could be done in a qw map)


*YA-bars stay open as long as someone is standing there. (closes 5 seconds after the last player leaves the area).

*Decrease RA-mega rockets from 10 to 5.

*Remove hiding spots in dm2-big-roof.

*pushing the RA-mega floor-button does not make any sound.
2009-04-09, 11:55
Member
253 posts

Registered:
Nov 2007
I agree with the rocks decrease and the removing of hide spots.
But why should we mute the ra-mega button? :E nobody uses it
cheat 2 win!
2009-04-09, 12:14
Member
569 posts

Registered:
Feb 2006
Jon Snow wrote:
I agree with the rocks decrease and the removing of hide spots.
But why should we mute the ra-mega button? :E nobody uses it

I mean the button for the floor (where you do the U-jump), not the bridge to red-mega.
2009-04-09, 13:49
News Writer
2260 posts

Registered:
Jan 2006
moved the topic to "Maps and Textures"
2009-04-09, 13:53
News Writer
1267 posts

Registered:
Jun 2007
no changes needed, dm2 is a good map
Chosen
2009-04-09, 14:28
Member
253 posts

Registered:
Nov 2007
Willgurht wrote:
I mean the button for the floor (where you do the U-jump), not the bridge to red-mega.

hmm. but then nobody will jump anymore except if he is escaping from the enemy
cheat 2 win!
2009-04-09, 16:51
Member
569 posts

Registered:
Feb 2006
Hooraytio wrote:
no changes needed, dm2 is a good map

The idea of the thread was to discuss what to change. Not if dm2 is a good map or not. I think it is.
2009-04-09, 17:45
Member
401 posts

Registered:
Mar 2006
Put shaft in big room.
2009-04-09, 18:25
Member
485 posts

Registered:
Feb 2006
Change the mega-ra spawn button to open the door.
2009-04-10, 11:15
Member
253 posts

Registered:
Nov 2007
Willgurht wrote:
*YA-bars stay open as long as someone is standing there. (closes 5 seconds after the last player leaves the area).

and why is this important?
to avoid the case when somebody camps there (behind the bars) for ya and i'm coming and he can easely escape through tele while i have to push the button to open the bars?

this would make the waiting more risky... so i like the idea
cheat 2 win!
2009-04-10, 12:30
Member
1435 posts

Registered:
Jan 2006
BTW there are some more roof-hiding spots:
- ng area - there you can hide forever
- two points at low-rl - there you can hide only for limited amount of time before you slip down
2009-04-11, 10:36
Member
113 posts

Registered:
Mar 2006
simple trigger should do the job: if enemy camp ra/mega more than 45sec then penta apears in big room and tele @ ra/mega will be locked
2009-04-11, 18:46
News Writer
309 posts

Registered:
Sep 2006
cl_constantquad 1 for the the chasing guy would take care of the job
2009-04-12, 13:41
Member
386 posts

Registered:
Apr 2006
Well, it seems to me that the problem is that it's too easy to camp ra/mega and ya tele so you'd have to open both of those up, along with removing some of the hiding spots.

The idea of making ya tele bars stay open while someone's there sounds like a good one.

I have a couple of (probably worthless) ideas about balancing ra/mega too. Maybe you could remove the button and make the platform from low stairs to ra/mega open permanently. Widening the gap at the rockets and removing the pack of nails would make it easier to rocket jump up and attack. It's the little things that really cause your downfall when trying to assault someone who's just camping.

It might also be a good idea to remove some of the more annoying hiding spots, like the rafters above big room, the recess above ng and the wall covering the path to quad.

I disagree with Johnny_cz about removing the hides at low rl. You can't really utilise those for any kind of hiding strategy except for short-term ambushes, and, if you can pull that off successfully, you deserve the reward.

I don't claim to know too much about balanced ammunition placement, but 10 rox at ra/mega seems like too much if you're trying to reduce its viability as a camping spot. Maybe the combined ammunition at ya tele, gl and high rl is too much too? I'll leave it to someone more experienced with map balancing to work that out.

I think that's as much as you can do without drastically changing the map, and no one wants that. imho, the best thing for this map would be to turn on some kind of safespawns. By far the biggest problem is the quick spawnfrags/camp for 9 minutes combination, so removing the chance for 4 or 5 ridiculously easy spawnfrags at water/tele would fix most of the map's flaws. You can still get your freefrags by bounding across the map and heading your opponent off at the launcher, but you actually have to work for it instead of having a 5-0 lead drop into your lap.
2009-04-13, 10:00
Member
42 posts

Registered:
Apr 2007
Some good ideas indeed, like the YA-bars suggestion most. That could speed up the gameplay. Also the suggestion about removing the nail ammobox is great, but the hole doesn't need to be any bigger imo.
http://www.rocketz.se - a quakeworld blog in the 21st century
2009-04-13, 10:08
Member
245 posts

Registered:
Jan 2006
I can see what you want to change, it's funny to see because i've never thought of dm2 what it really was. It's just two diffrents area to bunker up and then gib the other one in big room..

I could'nt see that pattern before. DM6 is also the same at gl, but it differs some!

DM4 is just a big room to hold

Ban DM2
2009-04-13, 10:29
Member
569 posts

Registered:
Feb 2006
Stev wrote:
removing the chance for 4 or 5 ridiculously easy spawnfrags at water/tele would fix most of the map's flaws.

Well This is not that big of a problem imo. As you can easily decide to run, instead of taking the fight at water and risk geting killed and both players know this.
  17 posts on 1 page  1