Im stucked at work right now. Can't wait to get home and test this beauty. Thx a lot Alpha.
:cheers: :bounce:
ONS- Dreamus
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It's running on SV right now. Looks sweet, but seems even harder to complete now. Anyone that plays it, we'd sure appreciate your feedback.
Rich (TW)
Rich (TW)
From what I played, looks nice. Does seem like it's a little harder to get the advantage. Someone mentioned not liking the angles of the cores. Great work though!
"Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us." -- Bill Waterson in Calvin & Hobbes
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- DW Clan Member
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-- Yeah -- Post your thoughts on this map please! .. what are your likes and your not likes! .. The last Game on this went to 3 rounds .. Was full Server even full spec slots .. Teams where Balanced and Still need to do what happens with an 'unbalanced team' .. Need to say in the last round One team almost got the enemy primary down tho .. But still need to see what happens when one team owns all the nodes and if then the other team is able to take back the primary or not as the original Dreamus so post guys and gals! --
:albino:
ps - please dont say it needs to be a strat map because ITs porpouse its mere spam baby! ..
:albino:
ps - please dont say it needs to be a strat map because ITs porpouse its mere spam baby! ..
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- 1337 Haxor
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- Location: Caves of ice, Xanadu
I know, it's spam. But the mantas FREAKIN' PISS ME OFF! This one guy got a score of around 350 by manta whoring, and basically all he was doing was spawn raping the nodes, not doing anything. Really, that's the only use for mantas. I can't stress enough my opinion that the mantas should go.
Yeah as much as I like flying around and squashing people with the mantas on Dreamus there really is no need for them.
On the game lasting so long would it be possible to add some protected paths sort of cut out of the rock face. Creating another side entrance to the primary nodes. I think that it becomes too hard to defend one side of the map ( the side with the raised primary) and too hard to attack the other (the side with the sunken primary) I know both nodes are close to the edge of the map so it may not be possible.
On the game lasting so long would it be possible to add some protected paths sort of cut out of the rock face. Creating another side entrance to the primary nodes. I think that it becomes too hard to defend one side of the map ( the side with the raised primary) and too hard to attack the other (the side with the sunken primary) I know both nodes are close to the edge of the map so it may not be possible.
Aih PittaH TeH F00l !!!1!11


From the last 2 Dreamus I've played you can see plenty of differences:
Dreamus
Dreamus RC1
- The Goliaths in both cases are pretty well under control.
- The Flak kills were reduced considerably.
- The Scorpion kills almost doubled.
- Manta whores could not be controlled.
- Mine kills reduced to 20% from standard map.
On the manta issue you should notice that Chokocake is an exceptional Manta driver, and his whoring hardly ever is going to be controlled. There were other good Manta drivers like Slime_Me and I noticed that he was also getting his share on the spawn killing. This said, I appreciate the extra Avrils, but the extra Scorpion made no big difference against Mantas, as it mostly promoted its usage towards road killing others, and not "webing" mantas. I'd rather see the Manta from 6 and the extra scorpion at the core removed.
I think you said the IonPainter is at the same distance from the 2 cores, but on it's current possition its easier to aim it towards 7 than towards 8.
Someone did comment that the angled cores were a bit odd, and noticed how the Goliath had to readjust to this angle when it respawned. I love the little mountains in front of the cores and I think they are good enough to protect the cores even if they were on the standard position, as it would be really hard to hit the core pass them from the distance with the current fog settings.
I thought the Lightning gun was going to be good, but the distortion on the zoom and the color of the map made it unusable. Im not good with this kind of weapons, so I need the zoom, therefore I'd rather have the Sniper Rifle back and just deal with the fog.
I think the Flak Cannon should be removed from 6 as this brings the DeathMatch we had near 7 and 8 towards 6, specially with those 2 shields.
I think the mines and grenades are just perfect. Some would still not like the mines, but its a necessary distraction IMO.
The extra Minigun at 6 increased it kills by 30%, which I don't think is bad, but it's bothersome specially when you don't know from where they are shooting, specially in such a busy map.
As for the map itself I still think there are huge terrain differences that make it highly uneven. For example, its easier to climb the mountain from 7 to 8 than from 8 to 7. Or, its easier to keep down 7 comming from the core, than 8 comming from the core. I think 1 and 3 are alright, as 3 is easier to aim from the distance, but 1 is closer (all this moving from the core). If you move from 6 you could hit 7 better than 8. Or if you control 8 it'll be easier to go towards 3, than if you control 7 and want to head to 1. Also you could park the Tank better on the hill, if you hit 8, than if you try to balance it on the hill heading to 7. This is all in my subjective point of view, and I guess that's just how this map plays.
We still have to see the "unbalanced teams" situation, but I don't think it would differ much. I'd like to see how this beauty plays with the Nodes Link setup from Dreamus2.
All in all, I like this map a lot, and I appreciate all your hard work Alpha. I think you are into something HOT!! :cheers:
Just my 26 cents. :colors:
Dreamus
Dreamus RC1
- The Goliaths in both cases are pretty well under control.
- The Flak kills were reduced considerably.
- The Scorpion kills almost doubled.
- Manta whores could not be controlled.
- Mine kills reduced to 20% from standard map.
On the manta issue you should notice that Chokocake is an exceptional Manta driver, and his whoring hardly ever is going to be controlled. There were other good Manta drivers like Slime_Me and I noticed that he was also getting his share on the spawn killing. This said, I appreciate the extra Avrils, but the extra Scorpion made no big difference against Mantas, as it mostly promoted its usage towards road killing others, and not "webing" mantas. I'd rather see the Manta from 6 and the extra scorpion at the core removed.
I think you said the IonPainter is at the same distance from the 2 cores, but on it's current possition its easier to aim it towards 7 than towards 8.
Someone did comment that the angled cores were a bit odd, and noticed how the Goliath had to readjust to this angle when it respawned. I love the little mountains in front of the cores and I think they are good enough to protect the cores even if they were on the standard position, as it would be really hard to hit the core pass them from the distance with the current fog settings.
I thought the Lightning gun was going to be good, but the distortion on the zoom and the color of the map made it unusable. Im not good with this kind of weapons, so I need the zoom, therefore I'd rather have the Sniper Rifle back and just deal with the fog.
I think the Flak Cannon should be removed from 6 as this brings the DeathMatch we had near 7 and 8 towards 6, specially with those 2 shields.
I think the mines and grenades are just perfect. Some would still not like the mines, but its a necessary distraction IMO.
The extra Minigun at 6 increased it kills by 30%, which I don't think is bad, but it's bothersome specially when you don't know from where they are shooting, specially in such a busy map.
As for the map itself I still think there are huge terrain differences that make it highly uneven. For example, its easier to climb the mountain from 7 to 8 than from 8 to 7. Or, its easier to keep down 7 comming from the core, than 8 comming from the core. I think 1 and 3 are alright, as 3 is easier to aim from the distance, but 1 is closer (all this moving from the core). If you move from 6 you could hit 7 better than 8. Or if you control 8 it'll be easier to go towards 3, than if you control 7 and want to head to 1. Also you could park the Tank better on the hill, if you hit 8, than if you try to balance it on the hill heading to 7. This is all in my subjective point of view, and I guess that's just how this map plays.
We still have to see the "unbalanced teams" situation, but I don't think it would differ much. I'd like to see how this beauty plays with the Nodes Link setup from Dreamus2.
All in all, I like this map a lot, and I appreciate all your hard work Alpha. I think you are into something HOT!! :cheers:
Just my 26 cents. :colors:
Cams.
Former NARC Crew.
Brabham Driver fo Life!
Former NARC Crew.
Brabham Driver fo Life!
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- DW Clan Member
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-- Thank You Guys -- Im evaluating all this information your sharing .. And Its highly appreciated - It helps alot to make our baby Dreamus work for us all -- -- Keep sharing your thoughts about this map... please --
:compress:
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Even though I don't like being squashed by mantas countless time I agree with Toxic, they are helpful taking down in an enemy tank Especially when you have rentless linkers. Rather or not that the manta's driver intentions is to just fly around and squash people or help take out vehicles, I guess depends on thier game style. I just always make sure I grab an Avril before I leave the core.
I miss the sniper rifle. When zooming in on the lighting gun the fog makes it very unclear. Silly or not; I'd rather hope that my 5th attempted head shot counts. This way at least my target can feel or hear a sniper ammo as opposed to seeing my countless failed lighting shots rounds and the direction of where they are coming from, hence giving my postion away.
I agree that at the core there is a slight adjustment you have to make while driving the tank away from the core, and the hellbender. I think at 1 point I got myself in a postion that reminded me of the Austin Power movie when he got the cart stuck in the hallway. Of course this could've been because i was a "special" female driver, tehe.
As far as the mini gun is concerened I noticed that A lot of other players were using it more, but of course on the original version I always prefered this weapon first.
Not sure how I feel about the Ion Painter. On 1 hand I like the weapon on the map, but maybe I think it's too easly accesable now, compared to when u needed a manta to grab the deemer.
Uhmmm, was I seeing things? At the core I noticed that there were knocked out bricks on the side so you could walk out. I think I rememebr this on the other version but not on the regular map. Great idea when it comes down to attacking the core as the team is respawing instead of running over everybody to get outside through the path of the attempting tank to respawn but since alot of players would be running in it's path it took forever to respawn, especially in a time of great need. Additonal exit to the left = faster respawn of the tank, now if I can always rememebr that the hole is there, LOL.
I noticed a great decrease of mines, which is a plus. Even though I always like to use them.
I like the added Scorpions, I attempted to use this to take out mantas but sometimes they were just to fast were they were flying and my web always ended up in a mountain top, or tehe, a team mate.
But other then that, I really like the map change, thanks Alpha for all of your hard work. We appreciate it! :cheers:
I miss the sniper rifle. When zooming in on the lighting gun the fog makes it very unclear. Silly or not; I'd rather hope that my 5th attempted head shot counts. This way at least my target can feel or hear a sniper ammo as opposed to seeing my countless failed lighting shots rounds and the direction of where they are coming from, hence giving my postion away.
I agree that at the core there is a slight adjustment you have to make while driving the tank away from the core, and the hellbender. I think at 1 point I got myself in a postion that reminded me of the Austin Power movie when he got the cart stuck in the hallway. Of course this could've been because i was a "special" female driver, tehe.
As far as the mini gun is concerened I noticed that A lot of other players were using it more, but of course on the original version I always prefered this weapon first.
Not sure how I feel about the Ion Painter. On 1 hand I like the weapon on the map, but maybe I think it's too easly accesable now, compared to when u needed a manta to grab the deemer.
Uhmmm, was I seeing things? At the core I noticed that there were knocked out bricks on the side so you could walk out. I think I rememebr this on the other version but not on the regular map. Great idea when it comes down to attacking the core as the team is respawing instead of running over everybody to get outside through the path of the attempting tank to respawn but since alot of players would be running in it's path it took forever to respawn, especially in a time of great need. Additonal exit to the left = faster respawn of the tank, now if I can always rememebr that the hole is there, LOL.
I noticed a great decrease of mines, which is a plus. Even though I always like to use them.
I like the added Scorpions, I attempted to use this to take out mantas but sometimes they were just to fast were they were flying and my web always ended up in a mountain top, or tehe, a team mate.
But other then that, I really like the map change, thanks Alpha for all of your hard work. We appreciate it! :cheers:
I think the linear node links setup is the biggest downside on this map.
If you ever want to see the angled cores getting hit (something I don't will happen with the improved weapons distribuition), then the nodes could be changed to something like this:

This would require moving 7 and 8 a little bit, and adding a node on the small hill where the rocket launcher locker is.
If you ever want to see the angled cores getting hit (something I don't will happen with the improved weapons distribuition), then the nodes could be changed to something like this:

This would require moving 7 and 8 a little bit, and adding a node on the small hill where the rocket launcher locker is.
Cams.
Former NARC Crew.
Brabham Driver fo Life!
Former NARC Crew.
Brabham Driver fo Life!