Author Topic: Gentlemen? pl_goldmine!  (Read 3420 times)

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UFOslava

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Re: Gentlemen? pl_goldmine!
« Reply #15 on: December 02, 2009, 18:00:11 PM »
Im not dead, im taking a break downloading some single player games (GTA IV and such)
Be back soon :P

UFOslava

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Re: Gentlemen? pl_goldmine!
« Reply #16 on: December 22, 2009, 18:55:29 PM »
Stage 2 is also underground tug-o-war map... both teams start in the loading hangar for mining equipment on the bottom, and race to top of the cave for the armed cart and try to sabotage each other's explosives delivery train.

Track is very long... im positive that no team will ever reach destination xD but who cares?!

This may be the first "vertical-based" payload map in tf2 :P

Stage 3 may never arrive, im reaching for maximum number of entities in the map... the cap is 10k i think... sorry.
« Last Edit: December 22, 2009, 18:57:22 PM by UFOslava »

UFOslava

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Re: Gentlemen? pl_goldmine!
« Reply #17 on: December 29, 2009, 21:41:28 PM »















Any ideas or help are apreciated

UFOslava

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Re: Gentlemen? pl_goldmine!
« Reply #18 on: January 15, 2010, 14:02:27 PM »
USfirst.org...
i participate in the robotics competition and home only for weekends...
as the competition ends, ill continue my work... sorry for the delay, guys

Zulyar

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Re: Gentlemen? pl_goldmine!
« Reply #19 on: January 18, 2010, 00:34:42 AM »
i don't mind gl, hugs and kisses ~ Zulyar
Demogirl > You


UFOslava

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Re: Gentlemen? pl_goldmine!
« Reply #20 on: January 29, 2010, 13:18:21 PM »
decided to move warehouse under the bridge instead of the trench... more playable

Enef

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Re: Gentlemen? pl_goldmine!
« Reply #21 on: January 29, 2010, 13:40:14 PM »
Looking forward to seeing the next version of this!

UFOslava

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Re: Gentlemen? pl_goldmine!
« Reply #22 on: May 10, 2010, 10:14:07 AM »
There is a problem with the second stage... it looks ok, but not very playable (as gameplay is not interesting...)

I think ill stick with 1 stage, and we call it done once i add sounds, 3D skybox and adjust spawn times...
So... what is the decision on spawn times?
Defender's timers increase?

frymaster

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Re: Gentlemen? pl_goldmine!
« Reply #23 on: May 10, 2010, 10:49:42 AM »
the details are fuzzy, but either a defender spawn increase, or a forward spawn point for the attackers, or an attacker spawn decrease, or some combination of the above, are needed, or else it becomes really hard to push last

advantage of keeping the spawn where it is, is it gives engineers on the attacking team something to do :P

(where "attacking" is defined as "the team that's winning at the moment")

Enef

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Re: Gentlemen? pl_goldmine!
« Reply #24 on: May 10, 2010, 10:53:08 AM »
A playable version of stage 2 so we can give advice would be nice.  :)

UFOslava

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Re: Gentlemen? pl_goldmine!
« Reply #25 on: May 10, 2010, 14:57:35 PM »
(where "attacking" is defined as "the team that's winning at the moment")
lol, im not an idiot xD

decreasing attacking spawn time: more people capping, more spam of bullets n'shit
increasing defending spawn time: less people, less spam and more aiming

so increase sounds good to me...
any suggestions?

deviland

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Re: Gentlemen? pl_goldmine!
« Reply #26 on: May 10, 2010, 16:44:25 PM »
Quote
increasing defending spawn time: less people, less spam and more aiming

yes this is the best solution you can use, and also the most reliable, but we'll have to do some testing to see how much you should increase. ( too much and the defenders will be overwhelmed, too less and it won't make any difference)