Changes for Dreamus :::
No Redeemer * .. What instead .. Nothing instead ---- ?----
Rocket Launchers at base weapon lockers -- -(no weapon base)
Flack Cannon and Avril at prima nodes
Bug Fix --- If you know what bug then you know what bug
Some more work on Optmization (antiportal volumes- zoning and some work on BSP maybe) Its a small map so no big change anyhow
10 Tanks at power Cores (Jk)
ONS- Dreamus
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I say nothing in place of the deemer.
And a levi, yeah, no, make it 4 levis.......per team!
Rich (TW)
And a levi, yeah, no, make it 4 levis.......per team!
Rich (TW)
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Deemer.. um. Dang that's part of what I love in Dreamus, the easy Deemer. Is this Dreamus1 or 2? If it's 1 then change the Deemer to like an Ion Painter (don't have enough of those) or Target Painter and put it somewhere in the middle, and if 2 just change it to Ion/Target Painter. Or you could ignore me and go with the people that dislike super weapons.
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The problem with the super weapon on that map is that it is one one side of the map only, giving that one side an advantage.
If you can find an appropriate place to put it in the middle, I am open to that as well. Maybe an ION Painter "above" that middle node. At least you have to work to get it, and you have to be lucky to set it off since you have to stand still. Maybe make a similar little bowl shape high up on the furthest edge of the map just overlooking that center node. Just make it a little more accessable on foot so that the manta whores aren't the only people getting a chance to get it.
And by all means this is an open discussion, don't just let me dictate the changes.
Rich (TW)
If you can find an appropriate place to put it in the middle, I am open to that as well. Maybe an ION Painter "above" that middle node. At least you have to work to get it, and you have to be lucky to set it off since you have to stand still. Maybe make a similar little bowl shape high up on the furthest edge of the map just overlooking that center node. Just make it a little more accessable on foot so that the manta whores aren't the only people getting a chance to get it.
And by all means this is an open discussion, don't just let me dictate the changes.
Rich (TW)
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-- No problem with that.. Whatever you are up to.. but it still will have to be exactly in the middle of map just past node 6 goin to the edge of the map I believe? -- Ion that is.. ==========?==========
By all means remove the redeemer and beef up the base lockers - shock and rockets or flak required with good ammo counts as a team pushed back to the core is hard pressed enough as it is without handicapping them further like is being done with the current version's base lockers. Ion painter is a far better choice than a redeemer for the reasons outlined. I wouldn't be opposed to a target painter instead either. In that case, one for each side would probably work fine. If you go with the Ion, a raised platform in the center that is rather easy to get to sounds like a good idea - easy to get to but hard to use safely is the way it should be.
I wouldn't mind seeing mines removed altogether but I'm sure that wouldn't be a popular idea for some players. Mines = lag for those that don't know, however, so reducing their use should be looked into both for gameplay as well as the lag issues that frequently crop up on this map.. Make them a seperate pick up, 4 default ammo with an ammo pack or two perhaps if they must be kept. This goes for all maps, not just this one. Mines are used far too much at the moment.
Not much to say on vehicles really, this is pretty much a ground pounder's map with vehicles being easy meat for most opponents. Another scorpion at the core for each side to keep the mantas somewhat under control towards the endgame of the map wouldn't be the worst idea.
Also, the core should probably be a bit better protected from direct fire if we're trying to make this a serious map. Simply rotate the core base at an angle so that the core itself isn't able to be hit from miles away by people spawning at the last node. That or put in some useful cover for the core so that it's not so wide open. Basically, the front of the core is too open and the sides/top/back are not open enough. A whole core base redesign would probably be needed to fix all of these issues unfortunately.
As for links, not much to be said here either. The strait line link chain is always a bad design but I'm not sure anything else would work better. Dremus2's links wouldn't work even though they are the best possible for this type of map really given the lower central terrain - far too easy to spam both open nodes from the central node. Leave them as is I suppose, although it pains me to say that.
I wouldn't mind seeing mines removed altogether but I'm sure that wouldn't be a popular idea for some players. Mines = lag for those that don't know, however, so reducing their use should be looked into both for gameplay as well as the lag issues that frequently crop up on this map.. Make them a seperate pick up, 4 default ammo with an ammo pack or two perhaps if they must be kept. This goes for all maps, not just this one. Mines are used far too much at the moment.
Not much to say on vehicles really, this is pretty much a ground pounder's map with vehicles being easy meat for most opponents. Another scorpion at the core for each side to keep the mantas somewhat under control towards the endgame of the map wouldn't be the worst idea.
Also, the core should probably be a bit better protected from direct fire if we're trying to make this a serious map. Simply rotate the core base at an angle so that the core itself isn't able to be hit from miles away by people spawning at the last node. That or put in some useful cover for the core so that it's not so wide open. Basically, the front of the core is too open and the sides/top/back are not open enough. A whole core base redesign would probably be needed to fix all of these issues unfortunately.
As for links, not much to be said here either. The strait line link chain is always a bad design but I'm not sure anything else would work better. Dremus2's links wouldn't work even though they are the best possible for this type of map really given the lower central terrain - far too easy to spam both open nodes from the central node. Leave them as is I suppose, although it pains me to say that.
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--Redeemer gone -- The Ion is on at a more centered position recheable for both teams with the same effort -- The weapon lockers are fixed .. So what about the Base a more protected power core? - I agree with the mines removing at least at the power cores -- Dont agree to have 1 more scorpion .. So how do we proced here... -- ? --
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LOL, that's a better response than I expected from you on this one Urtho. I could see the blood dripping from your chin as you bit your tongue!
Thanks much everyone.
Rich (TW)
This is an excellent thought, and mines escaped me completely. I think we need to get rid of the mines in the weapon locker in the center of the map, and reduce the number of mines to 4 in the locker at the far end of the map (the locker that will ultimately reside under the ION painter.)I wouldn't mind seeing mines removed altogether but I'm sure that wouldn't be a popular idea for some players. Mines = lag for those that don't know, however, so reducing their use should be looked into both for gameplay as well as the lag issues that frequently crop up on this map.. Make them a seperate pick up, 4 default ammo with an ammo pack or two perhaps if they must be kept. This goes for all maps, not just this one. Mines are used far too much at the moment.
Agreed.Another scorpion at the core for each side to keep the mantas somewhat under control towards the endgame of the map wouldn't be the worst idea.
Again, agreed. Maybe we can do something to improve it a bit without having to redesign the whole thing. There are no Raptors, so the top need not be opened up. What about turning the opening a little to the right (or left depending on your point of view), more toward the center of the map so that it faces the rock mountains?Also, the core should probably be a bit better protected from direct fire if we're trying to make this a serious map. Simply rotate the core base at an angle so that the core itself isn't able to be hit from miles away by people spawning at the last node. That or put in some useful cover for the core so that it's not so wide open. Basically, the front of the core is too open and the sides/top/back are not open enough. A whole core base redesign would probably be needed to fix all of these issues unfortunately.
Thanks much everyone.
Rich (TW)
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-- So what are the mines at the power core useful for? - I'd like those out.. I think they are just used for the guy who runs to the enemy base and spawn kill the vehicles.. -- Everything else is goin on .. Then :albino:
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Didn't even know they were at the core.
Mines gone everywhere but that farthest node.
Execute them!
Rich
Mines gone everywhere but that farthest node.
Execute them!
Rich