Flak Cannon - Beta:3


(Argh) #21

Old and crancky hey :wink:

Cool i am as well. Last day regs from our server have been whinning about adding your map to our 32 player server rotation. So yesterday i downloaded your beta 3 and gave it an offline test. I was midly impressed by it. A large map with chanses of good teamplay. Since we offer a complete Voice over IP game system for this server as well and ppl whinned there as well about adding it i will do so today. Especially when i saw you whinning here :slight_smile:

It looks better then most custom maps (Again its dark :frowning: offer prozac as well in the final will ya, now i am whinning!) But you will get playability feedback once it runs at the IPD Killingzone. Server 217.18.64.166 / http://www.ipdclan.com/phpBB2/viewtopic.php?t=238

I have some lil worries about the gameplay but that has to be tested online with a full server. Good job so far and dont give up.


(Fenris) #22

My server is called “Billskirnir [8map custom campaign]” (it’s on dynamic IP but has stayed at 213.112.61.231 for some week now since I haven’t restarted it, that may change though so it’s better to use ASE or any other gamebrowser to find it) as the name says it runs 8 maps in campaign so you will only get the map every 8th turn, but so far comments from what I’ve heard have been positive.

It sounds a bit like my server you mention, I have http-redirect enabled, and at least all yesterday the maps rotated very quickly due to teams getting objs, and it seems like people connecting can handle one map change but in case of many before download is complete ET seems to disconnect and launch the fallback webpage instead. The map you’re missing may in that case be Flughafen, it’s 19 MB so it could take a while depending on your ISP (the webserver has “unlimited” bandwidth)

Players in general seem to both like it and dislike it, which I find quite normal, there will prolly never be a map that everyone likes. Comments from players in my clan have so far only been positive.
A few public players commented that “map needs more work” but would not specify what, why or where when asked so I’m not sure what they’re referring to or if it’s just general grumble from the team that lost :stuck_out_tongue:


(Spookstah) #23

I`ll try to setup a 3th server for testing/running custom maps, but dont count on many replies from players.

A lot of people just wanna play and dont care about websites/forums etc, most gameing communities are`nt very tide.
They want the admins to take care of everything and dont wanna do stuff themselfs most of the time.


(django) #24

ok i played this map on the ipd servers

first impression is that the map seems to be good for dogfighting but it is a bit too dark and the spawnpoints are too close to the objectives otherwise i got level 4 light weapons after half the time :slight_smile: and there is lots of work for engineers (my favorite class) so if you could add a bit of light to it the map would be the best custom made out there keep on the good work


(ziege) #25

:???: You can fly aircraft!??!


(lennyballa) #26

I feel the same :p, but i’m not old and cranky and i don’t got a job yet. (I’m just a 14 year old kid)


(evillair) #27

thanks for the comments. :slight_smile:

I had a chance to play it on a server with 10-12 people and I noticed that the back area needs to be way bigger or have another way allies can overlook it so that cvopt can spot the lindmines.
I noticed a few games that the axis didn’t even bother with the flak and just mined the poop out the ammo supply and we (allies) had no way of getting in since they had the chance to remine it before we could get there.

I’ll rework the back area to give a better view of the ammo supply to allies.

In fueldump the fuel thingy can also be mined but you can access the roof and cvopts can spot mines to help the allies to manuver around the mines. I might take this type of approach.

If you see other areas that are unbalenced let me know so I can change them to make it more even.

Thanks again…


(Bongoboy) #28

Congratulations, evillair, this is really good stuff.
I’m still compiling a list of thoughts and suggestions, but just wanted to say well done on what was clearly a massive amount of work and some really nice ideas.

I really like your use of vertical space. Lots of maps are just a flat plane with some buildings dropped onto it, but yours has a great hilly, built-up feel. I’m sure it adds to gameplay, but it also just feels cool to run around.

Nice work!

:moo:


(Argh) #29

Evillair can you tell us if lighting will be changed?

PPl generally like the map but hate the too dark enviroment.

Also spawnpoints are a lil bit controversial. Too close to eachother. Why nor make some large underground bunkers where the players spawn so that arty spawn killing cannot occur and it wouldnt mess up the beatifull surroundings.


(evillair) #30

Yes, the lighting will change, I will make it brighter.

As for spawn killing, after the main door is blown the allies have 3 (when the command post is built) and axis have 2, one far away from the flak.

I’ve made it this way to allow the allies to have a chance at getting into the flak area. If they call air stikes and hit the axis while spawning, the axis will be forced to spawn further away thus equilizing the distance between the objectives. (I’m trying to give all classes a chance to use their skills)

At first I had the Axis spawn at the far spawn but alot of people complained it was too far. Now some people say it’s too close. :wink:

If you (or anyone) can suggest another spawn area that doesn’t require more building I’ll look into it though. I personaly think it’s fine the way it is.

I moved the ladder going up to the flak and put it on the other side (near the allies spawn) to have a back access for allies if axis guard the flak.

I also changed the ammo supply area’s ground surface. I have some areas that are asphalt and some dirt. This will help the allies from walking in a mine feild trying getting to the ammo. The ammo area (past the buildable gate) is still dirt (minable) since I do want eng’s to use the mines against the allies, this just helps against the mine spam. I can show a pic if you want.

any other comments/suggestions welcomed.


(Fenris) #31

A suggestion: What about using the upper area in the building more, maybe make windows so that allies can send a cov ops up and look out the window and that way spot mines for his team, they could then easily be neutralized with a well aimed grenade before going in and planting dyna ?


(evillair) #32

That’s what I thought of doing at first but I like that you never know what’s beyond the doors when you get to that area.
Having the upper section would be too easy for the allies to snipe. Unless I use a teamdoor to get up there (then there would be sniping too).
The biggest thing is that beyond the outer walls in that section is empty, I would need to add ‘real space’ if I make it so people can get up high.


(Doc_A) #33

On Beta 2…

We had difficulty disarming mines we stepped on, along the back path Allies take to get to the small wall.

Basically, we saw them… went to disarm them but couldn’t.


(evillair) #34

ok thanks, I’ll look into it. Although I have no clue what woul cause that. o.O


(evillair) #35

double post sorry,

Just curious if anyone found anything else wrong with it. I’m currently finalising it and wanted to make sure I got everything.


(Argh) #36

We are still running the map. PPl like it :wink: No real issues anymore found. But we will keep lookin.