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Everything posted by Sharpflame
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I like it. But a couple of rules to follow when making bases: no rigs for either side (bomblines usually rig defense) if you touch a thor-proof tile, you get warped I would suggest adding pillars on the walls to some of the larger openings in order to allow smaller bricks to stay useful. Kind of like an open vice. And make any changes that you think would make it nicer. Good work on it for the most part.
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Corey: That base would be better if there weren't as many undefined structures. I'm talking about the rooms that are going to leave players wondering what they're supposed to do, or what the room's function is. Some of the curves look sloppy, and some walls jut out in an ugly manner. It could be better in general, keeping the same layout that it has. 3vil: I'm unsure whether thor-proofs are a good thing or a bad thing. I'm leaning towards good at the moment. The base doesn't have to be very wide to keep a steady flow and evenness. Attacking the base should indeed be as hard as defending it. Neither side should be rigged.
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Progress... : http://img90.imageshack.us/img90/3876/basesw.png The bases on there are definitely going to need some touch-ups. The goal right now is to collect more bases and put them in the empty sectors. Then, collect more bases, and put the better over the worse. I've high hopes for emiT's bases right now.
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vetta64, that doesn't look bad so far. I think you should follow through with it and see if it bears any fruit.
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They might be a bit too weak, but they won't be strong enough for the game to stop at one choke for a long period of time like in our lovely base 7 in public
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where are emit's bases
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Also, take into account the number of shrapnel and what level of shrapnel the bomb has. A lot of shrapnel adds to the damage because of inactshrapdamage (when a shrapnel hits someone before 1/4 second of its life has passed). Prox also makes bombs do -less- damage, because the bomb explodes further away from their ship.
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HS is headed in a different direction than most people seem to think. It's headed toward things like shorter flag games and more flag games. It's not going toward turreting, bomblining, etc.
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Anyone think center needs a remodeling? Switching out some of the structures and leaving others (like the windmills and diagonal red ones must stay )... Also, do you guys want to keep the minibase? Remove it? Make it more than a few ninety degree turns (not necessarily longer)?
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http://img2.imageshack.us/img2/5108/hspubmap1.png V. 1 of new public map. I'm not sure if I like sector 4's base or not. If something better shows up it'll get replaced. ps1pub.lvl
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You are nuts and when you post things like that, I am reminded why I don't listen to you about this stuff. By the way, levis and spiders used to be more in the direction of what you're suggesting, and no one really used them then except to tacnuke along the insanely long bomblines. You're the one who does the nudging of stats until they're good. It's a good system. I was suggesting that they be less extreme on the tankishness and a touch closer to the role of being a fighter. You're not forgetting that you don't have to move to bombline / gunline... are you? D1: You're right about those things. My "solution" to angles on the tileset would be to dent them into the wall a couple more tiles than originally intended. It's about the best that can be done in the case that angled tiles are used because this game is failtastic. I do think it looks better than a slope made of squares. You're right, tileset should definitely stay... defined. Alternating lights don't look cool. Static looks better than repeating in almost all tiling, even better with the detail tiles that you throw in, like cracks here and there. I'll say that priv freqs make pub less fun at the start of a reset, which can't be too much different than any player starting out at any time. No reward for flag dings on private freqs is about the most that should be done, unless you want to get to the point where people who play solo don't get to do jack because some nazi made it that way. Sass: Did thunderjam (he's from EG, right?) make a tileset for HS not too long ago? I'd better look around...
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Aight. We'll go over flagging, centering, and anything in between or outside of those two. Or in a different dimension. We'll see. Flagging Bases I think the priority in development for HS, in terms of flagging, is to get better bases. Bases that keep a smooth-flowing game while providing strategy for both teams. This means bases that are more than straights connected at ninety degree angles. I encourage mappers to take a look at the base in the hyperball arena. The base features more than a simple pathway, but allows strategic positioning while not slowing down the game much, if not at all. 'Course, the current public tileset doesn't have twenty-two-point-five degree slopes... tilesets will be covered more in a sec. Rewards At the moment, things aught to be pretty smooth. If you're on the winning team, you get a nice reward that makes it worth the time. If you're on the losing team, you still get a small reward, meaning that flagging is never a complete waste of time. I can't think of something that could be improved in the rewards department... Tileset As someone pointed out the other day, the tileset looks very ghetto. It's old. It doesn't look cool. I think we should get a more realistic tileset but based off of the same theme. I like the ice and fire and things. Ice, rock, fire, electric/black would be plenty enough to get some nicely tiled bases and nicely tiled map. It just needs to look newer and fresher... NOT overkill with the effects though... NOT too much contrast. Something that looks nice, for real. Ships Now, of course the ships have received some steady balancing for a while now. HOWEVER... I do think there's people that would agree with me when I say that spiders and leviathans need to be less extreme on the tank role. A tad less energy, a tad more recharge, a tad more speed and a tad more thrust. I'd say 10% changes for each one of those. I think it'd end up nice. Otherwise, the other ships are doing quite nicely and shouldn't need much tweaking. Private Freqs Honestly. Where'd they go? Put private freqs back with a maximum of four people each. Flag games don't start until it gets to about 6v6 anyways. Obviously, a team of four isn't going to hold up against large teams. Flanking may happen. Flankers will not get as much money as those on the two public freqs because the flag ding reward is presumably going to reward only the two public freqs. Come on! Give us the private freqs back! Opinions?
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ragequit would make it useless
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I don't enjoy milking. It prolongs the flag game ton - it shouldn't even be very easy to milk. Plus, it's not the point of the flag game.
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Hyperspace Zone Events Suggestions/Comments/Ideas
Sharpflame replied to Sharpflame's topic in Zone Development
I've made the lights a little more noticable, it's as simple as looking at the nearest light to see which side of the base you're on. Plus, less decoys. -
I love you, scar.
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I think some of those could be replaced with better bases... we'll see if I map some more for pub someday. The bases really need to be impressive though.
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Hyperspace Zone Events Suggestions/Comments/Ideas
Sharpflame replied to Sharpflame's topic in Zone Development
So hyperball has been updated... New tileset. I think it looks pretty nice, but all the stereotypes are upset that it's purple. Apparently that makes it homosexual. New base using new tileset. It's supposed to have a better flow of gameplay. Settings changes: Spider bullet fire rate nerfed a tad. Repels are a bit smaller, but last a bit longer. Levi and weasel bomb fire rate nerfed a bit. No ship spawns with more than one repel or burst, to reduce item spam Shields times were adjusted, larger ships (corresponding to public ships) have less shield time. Repel and burst price upped a small bit. Not a bad thing for anyone unless you're buying them at a fast rate, at which point it adds up more than before. Lanc has a few less burst bullets. Feedback for the new HB would be great! -
I see you've already answered your own question, however... I'd say the bases haven't been refreshed often because of: 1: Bases submitted are bad. Bad, in this case, being "Too many chokes or other flag game prolonging factors." 2: Anyone who can or has the ability to put new maps up has their own reasons to not do such a thing, such as bases being bad or said person with abilities having better things to do. 3: Nobody cares until a significant change is done to the zone, like hscore3, or whatever it was Thing is, I think if a load of impressive bases that would fit nicely with the gameplay element of "shorter flag games" showed up, then the map might just be updated. Also, moving to zone development.
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The option for getting rid of the field once it's there instead of as a precaution is better. Nobody's going to lay a large field-preventer unless they're very paranoid. Or. Combine both. Large anti-field cancels fields that touch it. If brick attack worked, an anti-field would have a little more use. I don't think such a thing like this would even get used very much.
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To address the events issue: Race (in the events arena, dear god, not really long merged base races) isn't a bad event. It rewards skill and provides money to anyone who participates. Going to long events... I don't think it's cool to have nearly a half hour of hyperball hosted to only have half of the people participating satisfied. In the future, I'll see about making games shorter and rewarding for everyone. After all, it's only fun if you gain something from it... right? Oh, and from the feedback I've received from players, hot pocket sucks. I wonder if I'll remodel it someday. I hope you guys will check out this thread and provide feedback and suggestions on events. And I'd really, really love a CTF module. Really. Although this thread was about lack of mods, I think that issue (or lack thereof) was already cleared up earlier in the thread... so excuse my off-topic-ness! Thread was already off the rails anyways.
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I was online last night, lol.
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Didn't you see Dr Brain's post stating that events hosting is not a moderator's job? No mod has to host events. A moderator or person given zone powers to host events probably will not happen. I'll have you know that when I do host, I generally host more than I should at once. So, consider that your "special event", instead of not-so-special-let's-have-events-every-day event.
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Who's Psy? Hmm. Activity Director? Not even necessary. The current mods and possibly other staff should be capable of hosting elaborate events. Still, elaborate events aren't necessary. Requiem says the zone needs more to interest players. Since when wasn't Hyperspace the most advanced zone? It's gotta be the most interesting zone in the game. Nowhere else to go with that...