Base Race 3


(Northerner) #1

[b]i just got an email from CptnTriscuit telling about his newest version of base race that will
be coming out soon!

here is a link to his site:
http://www.PlanetWolfenstein.com/Battlefield/Baserace_Beta3.htm

the pictures are so dark its hard to see whats going on?
and from the description im not sure if i will like this version or not?

beta2 is my favorite map ever for et and i was hoping another version would come out
but im fearing that change might not be a good thing this time??[/b]


(Zozz) #2

beta2 is one of my favorite maps too…but it seemed to cause problems on our server. most of the time when the server crashed, it’d be during that map…wouldn’t think the server would have anything to do with it since it’s running nothing but ET…specs atm are:
AMD Athlon MP 2800+
1GB memory
running fedora core 2, server load average is usually pretty low…bandwidth is no problem either


(DG) #3

ran around beta 2 the other day, very interesting map indeed. Seems a bit of a shame to remove the engineer construction element, kind of leaves engi’s without much to do (or build xp) but arm & defuse each other’s mines.

cant seem to find a server running it - well not one passing my filters anyway (<100ping to UK, >10 players, etpro, pb etc etc). I guess a map like this could really do with a server dedicated to it?


(Ifurita) #4

I like B2


([MoB]Seany) #5

I don’t think he’ll remove the engineer construction…it says he’s changing something about it, but not removing it altogehter…I didn’t like b2 as much as b1. B2 wa too complex for newer players, and b1 was almost too simple, somthing in between would be good


(Ifurita) #6

With the new method, most base upgrades do not use the ET construction system and therefore do not require a TOI entity. Instead, upgrades to your team’s base will construct themselves automatically whenever a crate of construction materials is secured at a capture pad. Just as though an engineer was working the boxes, a transparent effigy of the construction will appear to warn other players to get the heck out of the way; and after a few seconds the new addition to your base will pop into existance. Constructions such as the new Outpost and Rocketguns will require an engineer. These constructions can be damaged and repaired just like any other construction in ET.

Most of the constructables will go away


(CptnTriscuit) #7

That is what I am going for. Simply put, its like the constructions of beta2 mixed with the static trenchs of beta1. Also, players can stand on the capture pads at any time to recieve a text pop-up that displays the upgrades and synergies of that construction. So hopefully it will be a little more user friendly. And the spawn bunkhouse that everyone hates is getting the axe. ^^

Yes, most upgrades that needed to be constructed will be changed so that they built themselves. However, the engineers will have plenty to do, as rocketguns and some other constructions will be damagable / repairable.





(Northerner) #8

i didnt like the 2nd version when it came out but it really grew on me and is now my favorite et map ever. so hopefully version 3 will be that much better yet!
cant wait to check it out!!


(Fenris) #9

Also liked the beta 2 version really good, but from what I read of the changes I’m not too sure I will actually really like this new version.
Mainly cause of the “auto-building” instead of engies building things, me believes the engies should be there to slow down construction times a bit, just to make it a bit harder for a team to be for example all medics, rush, get 10 objs, revive each other and return them too quickly. At least requiring an engy to be present in the team to have items built should be included imo.
And removing the random terrain ? Although I hate never finding my way I must say life without the randomization feels somewhat… pale?.. :huh:
And reloading of rocket guns ? Wellll, maybe, if the map is really long, i.e. let’s say 1 hour matches, I mean for short matches, who is even going to bother reloading them, and so they will not work, and so there will be no point building them… (just thinking of my 6v6 all medics scenario again :banana: )

But, I don’t know, it may turn out great, time will tell, but I do feel somewhat sceptic to some of the changes.


(Northerner) #10

the only thing i didnt like about beta 2 was the time limit, when its up, whoever has more construction wins… i like to see whoever finishes base first wins!


(Fenris) #11

I agree, but any admin who played the map could just make a simple custom time limit setting to the map if they wanted. Personally I’m more worried about the question long match vs. short match, ie. short match = no use for fat guns, long match = reload guns could (maybe) be a good idea, but 1+ hour matches makes me unsure if people will stand up to or if they won’t drop out in mid-game.


(CptnTriscuit) #12

Well Fenris your the first person to tell me they like the random terrain. :slight_smile:

But not to worry, the trenches will be static but the obsticles (church, mausoleum, ruins, ect.) from beta2 are still going to be randomized…infact there will be lots more places for them to appear.

Engineers may not be needed to build everything, but the rocketguns and other damagables will be worth maintaining, especially if you want to play with only a light defense. Soldiers and field ops will be essential for disabling the enemy’s rocketguns.

Keep the feeedback comin’ it helps alot!
:drink:


(Northerner) #13

Well Fenris your the first person to tell me they like the random terrain

hey bud, dont forget about me, i think the randomized terrain is the coolest thing ever made for a map!

i would really like to see more ladders for getting out of trenches, and winning the map only after all the
constructables have been completed.

keep up the great work triscuit!


(Ifurita) #14

One of the things I’d really like to see is a command map icon + remapshader to show the score for both teams. You could add a score box to your command map then drop down two command map icons to count up 0 - 18 so that both teams can keep track of build progress.


(CooperHawkes) #15

i’m not sure if that is possible… you will need more than 16 remapshaders to achieve this… which is not possible afaik


(CptnTriscuit) #16

hmmm great idea Ifurita. Though if 16 is the limit for remapshader commands cooper could I just hide the icon after the 16th change and setstate a different one to handle 17-32? (I am AFK from my home computer so I cant test it for myself :P)


(Ifurita) #17

Or you could increment up by 4 (e.g., 20% complete, 40% complete, etc) and use 2 side by side progress bars.


(Fenris) #18

Well, like I said, I really hate getting lost all the time but I still feel it’s a great thing, especially since it slows down the play a bit, can’t just run straight through, need to improvise some, and teams cannot memorize “best routes” :wink:


(CooperHawkes) #19

yeah, hiding (setstate) might be also a solution… but keep in mind that the maximum number of cm_markers is 18 IIRC… so I guess the final solution will be a smart mix of setstate and remapshader… it should work that way IMO


(Ifurita) #20

Each CM marker also requires a TOI, that’s what’s driving the 18 CM marker limit. Take a look at V2_Factory by Mustard, he uses signs that update the build status of his 3 objectives.

If you’re running out of TOIs, then you can just create a simple little scoreboard near the spawns so that people can keep track of what’s going on. You know what would be really cool, is to have a wire frame diagram of the other sides base, and have that update as things are built.