Well someone then could invite me my xfire is nukits002
Capuzzo Airport (3rd version) test NOW, welcome!
… ive played it a few mins ago (walking through it)
… all i can say is “awesome” map and awesome “idea”
… maybe you can add some new plants here and there
… but i like it at all at the actual stage
greetz Cambo
Thanks! We had those 2 new runs and it was great fun. Players seems to like it. It seems so far pretty fairly balanced, but a bit easy to allies, as the 35 timelimit is quite long. We thought with the admin that we have another run at 19 gmt+2 with spawntimes 15-15 (old ones 17-22) to see how much that would help. Stay tuned! And as I said, more details and tweaking later. :stroggbanana:
Ps. the map is FILLED with action! I hope it will not be too much hassle on big servers, but we will see it when we get some mass servers arranged.
Huh? What do you mean? I and the admin thought of that and are hoping it will help, so we are going to test it. Feel welcome to join!
well both spawning at the same time is kinda ideal for spawn camping and getting in and around the enemies spawn
Erm… doesn’t it choose randomly the “countdown starting point” after the map starts? Like allies have after first spawn 4 seconds left and axis 10.
not sure about that, but it would just be alot easier to figure it out when the spawntimes are about the same, then just figure out how long a fire for effect takes and enjoy.
well that’s just one example, I can think of at least 3 straight away 
It went possibly even better. Huge amount of action, and this time Axis won. We have a new one, 4th test for today on the very same server around 21gmt+2. :stroggbanana:
The map should come into the cycle quite soon.
Bunker 4 ip is 77.75.122.160:27960
We have had… what 6 or 7 tests today? So far seems good for atleast 32 and below players. Haven’t had a test with more. Cambo and Magic were there too on the last round after having some unfortunate times server being full earlier. What did you guys thought? Eventho we had only 8~ players this time… it had still some action. Looking forward to more testing (around 14 gmt+2 tomorrow… same server = Bunker 4# welcome).
Ps. As I have not been currently busy making any gameplay chances, because we haven’t seen one to be needed so far, after we redid some parts etc., I have been able to work some little times on the enviroment. So some visual update is coming with the next version too. More in later versions. I’m not sure when the next version will come to testing, it depends when we find some things to fix/chance (gameplay/major bugs).
first of all im gonna spank ya for calling me “Combo” xD
… sorry for leaving so fast/quick but my girl bitched alot at me xD
… it was funny to play with ya
(just dont like the server)
… maybe you can do something against spawnkilling at first allies spawn
… some ammo-cabinets would be nice (just my 2 cents)
… a few signs (close to the spawns) showing the right direction to the “airport/flughafen” could be helpful for some newbs like me … ive allways ran to the wrong direction after spawn xD ( so you get some more details for free
)
thats all for now …
greetz Cambo
Hehe… Sry for the typo.
I noticed and fixed it when I read the post before you said it. (Do note that I haven’t had much sleep in the past days cos of being busy tweaking/testing/balancing/stuffing Capuzzo), so I’ve been making typos all the time. :mad:
I understood you wanted ammo at Barrier 2? It might be useful, but the action in there is quite high… People (from both teams equally) are dying like hay, guns laying everywhere… it’s like real war. Do you still think it needs ammo?
We have so far encountered any sort of chance for spawnkilling only twice. And both times it was quickly stopped after Allies recovered from downloading the map/such. But indeed the map start has been worrying me from time to time. Did you eventually come up with any idea to improve it? It hasn’t been happening when the teams are almost balanced and both has really played. Axis has a chance for taking over it for a while after round starts, but I think it takes only couple players to break throught the human barrier to break it. After that the Axis has been kept where supposed.
Thanks!
edit. ps. Currently the best spawntimes seems to be 14 for Allies and 16 for Axis. 
Hehe… Sry for the typo. I noticed and fixed it when I read the post before you said it. (Do note that I haven’t had much sleep in the past days cos of being busy tweaking/testing/balancing/stuffing Capuzzo), so I’ve been making typos all the time.
hehe 
I understood you wanted ammo at Barrier 2? It might be useful, but the action in there is quite high… People (from both teams equally) are dying like hay, guns laying everywhere… it’s like real war. Do you still think it needs ammo?
im an ammo-junkie … so hell yeah xD
… i see a lil problem at non-NQ-server (its like a pain in the a** if you pick up a weapon with 5 bullets in it - its like a lagged suicide xD … thats why i’ve modified my etpub-servers) … so its just a favor by myself
We have so far encountered any sort of chance for spawnkilling only twice. And both times it was quickly stopped after Allies recovered from downloading the map/such. But indeed the map start has been worrying me from time to time. Did you eventually come up with any idea to improve it? It hasn’t been happening when the teams are almost balanced and both has really played. Axis has a chance for taking over it for a while after round starts, but I think it takes only couple players to break throught the human barrier to break it. After that the Axis has been kept where supposed.
… thought about a tunel, but ive recognized we played with shitty doublejump … so maybe its not possible for axis (no clue atm) get across the first gate … could be a protection aswell … so maybe you dont need any additional protection like a second way - to get rid off campers at the first gate xD
… okie dokie
… its time for my bed
greetz /cya
Cambo(y)
Thanks!
You can walk over the gate and that’s how it is supposed to be. Didn’t you notice that there is an alternative route already? Further testing will tell us more about whether there will be spawnkilling or not.
You got the point on that doublejump and how it changes the gameplay. That is the reason for the fact that we are seeking for a lot testing on different mods and servers. Especially on different amounts of players.
You also got a good point about the ammo thing. But it is not supposed to be camped by either of the teams. Go there, do your job and move forward. Don’t you think that having an ammo rack means also that it is easier to defend/camp? It has been fought over in almost every round for just good time (5-10 mins).
The other 2 stages (the city and the airport) has both a rack of ammo in very good spot.
Edit. ps. It felt quite easier for Allies to move out of the spawn area, when they had rolled over gate with the tank. Might be just me but it felt like that.
We have so far encountered any sort of chance for spawnkilling only twice. And both times it was quickly stopped after Allies recovered from downloading the map/such. But indeed the map start has been worrying me from time to time. Did you eventually come up with any idea to improve it?
You can prevent this at a certain point - also a responsibility to the the people running the servers i think.
Eventho we had only 8~ players this time… it had still some action.
I dont think the map need lots of players to provide good play,the spawn points follows the action well.
I dont like the gameplay on ET when the amount of players are more than 10 on each team,
3-8 per team is perfect.
Your map seems to have a good balance - you should consider a public release - im waiting to put it in rotation - hurry 
[QUOTE=Magic;186915]You can prevent this at a certain point - also a responsibility to the the people running the servers i think.
I dont think the map need lots of players to provide good play,the spawn points follows the action well.
I dont like the gameplay on ET when the amount of players are more than 10 on each team,
3-8 per team is perfect.
Your map seems to have a good balance - you should consider a public release - im waiting to put it in rotation - hurry :)[/QUOTE]
Thanks! I think that too. I have my doubts that it won’t fit for 40+ players (hassle and lag) but I think it is pretty same deal with every other map. We are working hard, but we are looking into more tests. It will be released as a final, and I hope it is going to happen soon. So far well balanced, but a bit easy to Allies.
Hi,
sorry guys, i missed test today… I hope i have time on next test. I like the map, best is the part with the landing and starting plane 
But in my opinion, you should release one (close to the final) Beta for real public testing. Only if you do so, you get real fedback from the whole et community… and I think a map is never real “final” and I don’t think it is possible to release a “final” map. It’ s pretty like a software program, you will always find something to change… I know your intention (you explained it to me :rolleyes: ) but maybe a public beta would be a good way to come really close to a “final” version.
could you buzz me on xfire msn if there is a test today I keep glancing at the server now and then but I haven’t seen anything yet