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Forum Home > Maps & mods > ONS-SEKTOR7-PROJECT-NOKTURNE
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vk__PM
#21
Oct 25, 2010 1:05 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Working on that, i know what u mean B2 almost done
http://BIT.ly/VKMAPDESIGN


vk__PM
#22
Oct 25, 2010 2:12 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
-Vortex is now easyer to get.

-Created better Accessibility to node 1, with directions and with side corridors and other respawn places!

-Countdownnode, time = 40seconds Damage= 6/100 Reduced built time

- Added near core 2 teleport pads to translocate.

- Fixed huge collision of the tunnel train.

- The end of the tunnel that kills u immediatly; is reduced to 10 hp/sec

- Minimap updated for better viewing, but it is hard to make ik clear because of the short node distance.

- The 2 lifts to Nokturne Control node, also know as hard to find 'Node1" only moves from under. No need for vehicle lift at upper level.

- 1 redeemer in the center tunnel corridor

- Use of another link setup


Map download beta2:

http://www.mediafire.com/?9civbc7t05ijjjx


Tested:

What need to be changed is:

The countdownnode i get rid of it
Linksetup to previous one

The rest of the problems seems to be solved, only thom has been stuck with iontank. (I think that is a good case) :p


http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Oct 25, 2010 5:15 PM
thomasitoPM
#23
Oct 25, 2010 5:55 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
Haha yeah, I'm a noob! It was a stupid driving mistake, not your fault, don't worry.
I also got stuck with the mino on nevermore for 2mins... I should stop using vehicles AT ALL and just play on foot I guess.

But to put some sense into this post:
Agree with the 2 changes, but what to do with the "empty" old countdownnode-room then? Maybe you should just add a big keg o'health, as far as I know that doesn't exist yet... Or I just didn't find it... Again... I'm a noob -.-
7/~
xicesnakePM
#24
Oct 25, 2010 6:29 PM
[*]X!ceSnake Member - Joined: Jan 21, 2010
Posts: 255
thomasito wrote:
I'm a noob -.-


Agree (sry, elect time)

The concept of the countdown node is good, and here it take more time so it's better. But I advice u to do like blockfort "10 seconds left" announcement.

We'll see for the future
vk__PM
#25
Oct 26, 2010 11:58 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Here is beta 2.1:

Again is used the countdownode, but less stressfull, it's part of the link setup again.

I used a different link setup

The node at the back of the cores, are now an important factor, u don't want to lose it

I updated the radar map, with a black background, for a while.


Edit:

http://www.mediafire.com/?ujpqi5u6iheuc42

http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Oct 26, 2010 1:04 PM
vk__PM
#26
Oct 27, 2010 3:13 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
New Relic: Guns: Makes you shoot faster. (At base)
Added Minigun turret (At base)
Added Centaur to node 2 and 3
Added automatic link turrets in Nokturne facility, to prevent from camping the WGS Nuke.
Added EH-GrenadeLauncher
Added 2 Health Chargers
Replaced Paladin with Eons Crusader (Self Healing)
Removed Post Layers
Repaired the lifting to Wgs nuke

The link setup is great! Today we had 2 comebacks in 15min!
People is getting used to the map.

Beta 3:
http://www.mediafire.com/?xzag716e7rzyfwc
http://BIT.ly/VKMAPDESIGN


foibosPM
#27
Oct 28, 2010 6:38 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
It would be much more intuitive (that's why most of the maps have it - i.e. MagicIsle, Tripleslap, Katharos, Bridge, MTMU, DownTown etc.) positioning the minimap vertically - the cores up and down. The map is easier to understand then and orientation is quick.


I personally don't like the countdown node damaging the core on this map, especially with few players somebody must always attack one node instead of having fun on whole map. A standard one could be better if you put something special there. Or change the action of the countdown to something else, like giving some goodie (tank, Vortex etc.), and the countdown can be shorter then. Just make the node possitive instead of negative.
Last edited by: foibos Oct 28, 2010 7:17 AM
vk__PM
#28
Oct 28, 2010 10:01 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Yeah, vertical would be better, but how do u do that?

I will think about it to give it some goody, or damage the nodes, instead of the core?

And i found a handicap from red, the transloc from node 1 to blue does not work. /hmm:)
http://BIT.ly/VKMAPDESIGN


kentaroPM
#29
Oct 28, 2010 11:48 AM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
I agree with Thom.
I have one more idea: change the music theme for KR-RobotFactory. I think it would more sticks with the factory spirit of your map.
foibosPM
#30
Oct 31, 2010 3:25 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
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