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Javert |
Posted: May 02, 2003 01:22 am
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Just another Survivor ![]() Group: Members Posts: 28 Joined: April 30, 2003 ![]() |
Sure the maps are beautiful, I mean, it's perhaps the overall consensus of every player who's tried PE already, but how does it play?
In db_firebird, Security have to cross the metal bridges. Well, these bridges are also destructable. Half of our team learned that the hard way. The other half relished in killing half our team for some reason (human nature I guess). They shouldn't be destructable, it ruins the game for the Security team with bad players. Inversely, the Security team could just basically camp themselves and hold the thin rails as chokepoints. Main idea: Metal bridges outside bird should not be destructable. pe_bladerunner: Good map. But somewhat dark. And since all our skins are dark, it makes it hard for both times. Also, there are many corners near doors and openings that noobs and bad players love to camp in, so when someone comes out, well, you know what happens. Openings should be wider and not look as if a wall blocks part of a huge opening, restricting movement and forcing teams to zig-zag alot. pe_darksun: I mentioned this before, I'll mention it again. It is possible, and highly possible, that the Syndicate can reach one of the terminals meeting no opposition. That's a bad thing, unless the mapper purposely put the burden on the Security. But shouldn't these maps be neutral? pe_osaka: Same with darksun and bladerunner in that the majority of major firefights are happening in cramped hallways, in which case the more open areas are reserved for only one team, giving them the advantage of movement. Mappers should test these maps, look where the 'hotspots' are, and widen them up. As in bladerunner, some of these doors look as if the openings been purposely been half-blocked, restricting large teams. Just my two cents. And yes I know this is beta 1, which is why much improvement can be made. ![]() (I don't know about any internal flaws or exploits of the maps, but there may be some, who knows?) |
MadMax_FMM |
Posted: May 02, 2003 02:03 am
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![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
Ok, thx for your comments. You´ve to know, that i´m the only mapper and that we had other experiences while knowing the game much better and using much more items... (or perhaps other combinations.)
The half-blocked doors are important because of the r_speeds. If i would make them completly open the r_speeds would be fatal. Your problem with Darksun is strange. We had other experiences in the gameplay; but look at my first comment. ![]() db_terrorbird (not firebird ![]() ![]() We also had no really campingproblems. Lots of BTs first mentioned, that there aren´t much objects to hide. You see the problem. ![]() If it´s possible i´ll change some of the things you mentioned (if other players agree), but if you have more experiences with PE those things aren´t really big problems. /Edit: Btw, someone mentioned that PE is bright enough and we don´t have a problem with the lightlevel, too. Perhaps you should increase your hl-brightness... (or buy night-vision-goggles ^^) -------------------- >> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
CaptainPanaka |
Posted: May 02, 2003 02:10 am
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![]() Just another Survivor ![]() Group: BB Betatesters Posts: 49 Joined: April 28, 2003 ![]() |
I got one mapping bug on screen... and discribed another
take a look here: http://www.penemy.net/index.php?act=ST&f=7&t=700 jfyi ![]() -------------------- |
Fayde |
Posted: May 02, 2003 03:21 am
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Just another Survivor ![]() Group: Members Posts: 45 Joined: May 02, 2003 ![]() |
the only negative thing i have to say about the maps, is that they are too big. i dont think i have seen a server yet that supports more than like 12 people, and 6 vs. 6 just isnt enough to go through the huge levels.
i love the level detail though, and all the different paths that can take u to different areas. its great for people like me who like to be sneaky or come up behind the other team. ![]() perhaps, instead of altering the maps that exist tho, maybe making some new ones that are quite a bit smaller, would be kewl. also, the briefcase maps (i dunno if this has been mentioned yet) are hard for 2 main reasons: 1) u can hide the briefcase in walls so that its not visible to anyone (which is pretty cheap) 2) sometimes u can hide the briefcase so that it doesnt even display on the radar. comebine that with what i said in #1, and that makes for a very disconcerting game anyways, i still love the game. keep up the great work! -------------------- Faydes into the shadows...
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Javert |
Posted: May 02, 2003 06:03 am
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Just another Survivor ![]() Group: Members Posts: 28 Joined: April 30, 2003 ![]() |
Will do! (*Turns on night-vision.) ![]() |
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MadMax_FMM |
Posted: May 02, 2003 11:37 am
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![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
Perhaps i´ll recude some maps like osaka; but the other maps have a normal size... really.
![]() -------------------- >> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
Percolator Fish |
Posted: May 02, 2003 08:11 pm
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Rotten Meat Group: Members Posts: 2 Joined: May 02, 2003 ![]() |
It's completely true. Once you play a map a few dozen times, and understand the layout, it doesn't seem as monstrously huge.
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Javert |
Posted: May 03, 2003 01:27 am
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Just another Survivor ![]() Group: Members Posts: 28 Joined: April 30, 2003 ![]() |
That's true for darksun and maybe bladerunner. But MadMax hits a homer to reduce osaka. That map is too big.
In db_Cybercon, is it really ok to give the Syndicate such an enormous height advantage in the center? It really doesn't balance out, for one solid 'orbital' hit would obliterate the opposing team. I mean, couple stories is ok, but the height is close to ridiculous. |
MadMax_FMM |
Posted: May 03, 2003 01:28 pm
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![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
Osaka isn´t that big, but it´s the map with most ways. If you know the map you´ve the chance to play it really tactical. (Ambushes etc)
-------------------- >> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
Javert |
Posted: May 04, 2003 12:49 am
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Just another Survivor ![]() Group: Members Posts: 28 Joined: April 30, 2003 ![]() |
True, but it also multiplies the number of paths/areas someone new would wander off and be lost forever in a 1 vs. 2 game while the other dead players go "zzzz...".
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MadMax_FMM |
Posted: May 04, 2003 01:56 am
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![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
Yes I agree. The map is really nice for 6 (or more) players or 4 if they know the map. 1vs1 could be a pain in the ass, but if you play with the case you´ve a good point of orientation.
![]() -------------------- >> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
millions_knives |
Posted: May 11, 2003 04:30 am
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Rotten Meat Group: Members Posts: 14 Joined: May 06, 2003 ![]() |
haha i found a nice alternative when having to play 1 on 1. Dualing old weast style works just fine for me. Just pick out a spot and meet there, one of u says when ready and there ya go. late.
-------------------- //::yes im that guy that was kicking your ass :p::\\
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Zorin |
Posted: May 13, 2003 04:57 am
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Rotten Meat Group: Members Posts: 3 Joined: May 13, 2003 ![]() |
First I just want to start off by saying that the PE team did an awesome job and the mod has quikly made it into my favorites.
Now about the destroyable floors in Terrorbird, I think that you should still be able to destroy them but they should be able to take a few more hits as they are much to weak now. I also agree that the elevators need to be fixed by adding a switch on the inside. I think the biggest problem in PE is with ammo. There must be a way to get more ammo as certain weapons use it up very quikly. If dropping and picking weapons up is a problem for the HL memory, why not create ammo dispensers at certain places of the maps such as the team spawns? Due to the release of DOD v1.0, a lot of attention has been taken away from many of the smaller mods including PE. Since the release of the mod I have noticed a major decrease in people playing and I think the PE team needs to find a new way to attract more people. I just hope that PE gets the attention it deserves as you guys did a great job and I hope you continue to keep up the great work ![]() |
Zorin |
Posted: May 13, 2003 05:00 am
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Rotten Meat Group: Members Posts: 3 Joined: May 13, 2003 ![]() |
Oh I forgot to add that the maps are awesome and keep up the great work [PE]MadMax_FMM. The map pics are what actualy got me first interested in PE and ever since I have seen them I have been waiting for the mods release
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MadMax_FMM |
Posted: May 13, 2003 09:43 pm
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![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
@Zorin: Thx very much. To speak the truth; we aren´t interested (and we don´t have the time) in developing PE any further. (Ok, we´ll optimize a few things) The main problem is, that PE is too late for a HL-Mod. There´re enough HL-Mods and HL isn´t that popular anymore. It won´t make sense to investigate much work into PE. We created a nearly perfect team (we´re really friends
![]() ![]() -------------------- >> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |