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Member 569 posts
Registered: Feb 2006
This thread is made under the assumption that dm2 needs some modification to allow for more interesting tournament duels.
Personally i think it is important to change as little as possible (Not sure if below could be done in a qw map)
*YA-bars stay open as long as someone is standing there. (closes 5 seconds after the last player leaves the area).
*Decrease RA-mega rockets from 10 to 5.
*Remove hiding spots in dm2-big-roof.
*pushing the RA-mega floor-button does not make any sound.
Member 253 posts
Registered: Nov 2007
I agree with the rocks decrease and the removing of hide spots. But why should we mute the ra-mega button? :E nobody uses it
Member 569 posts
Registered: Feb 2006
I agree with the rocks decrease and the removing of hide spots. But why should we mute the ra-mega button? :E nobody uses it I mean the button for the floor (where you do the U-jump), not the bridge to red-mega.
News Writer 2260 posts
Registered: Jan 2006
moved the topic to "Maps and Textures"
News Writer 1267 posts
Registered: Jun 2007
no changes needed, dm2 is a good map
Member 253 posts
Registered: Nov 2007
I mean the button for the floor (where you do the U-jump), not the bridge to red-mega. hmm. but then nobody will jump anymore except if he is escaping from the enemy
Member 569 posts
Registered: Feb 2006
no changes needed, dm2 is a good map The idea of the thread was to discuss what to change. Not if dm2 is a good map or not. I think it is.
Member 401 posts
Registered: Mar 2006
Member 485 posts
Registered: Feb 2006
Change the mega-ra spawn button to open the door.
Member 253 posts
Registered: Nov 2007
*YA-bars stay open as long as someone is standing there. (closes 5 seconds after the last player leaves the area). and why is this important? to avoid the case when somebody camps there (behind the bars) for ya and i'm coming and he can easely escape through tele while i have to push the button to open the bars? this would make the waiting more risky... so i like the idea
Member 1435 posts
Registered: Jan 2006
BTW there are some more roof-hiding spots: - ng area - there you can hide forever - two points at low-rl - there you can hide only for limited amount of time before you slip down
Member 113 posts
Registered: Mar 2006
simple trigger should do the job: if enemy camp ra/mega more than 45sec then penta apears in big room and tele @ ra/mega will be locked
News Writer 309 posts
Registered: Sep 2006
cl_constantquad 1 for the the chasing guy would take care of the job
Member 386 posts
Registered: Apr 2006
Well, it seems to me that the problem is that it's too easy to camp ra/mega and ya tele so you'd have to open both of those up, along with removing some of the hiding spots.
The idea of making ya tele bars stay open while someone's there sounds like a good one.
I have a couple of (probably worthless) ideas about balancing ra/mega too. Maybe you could remove the button and make the platform from low stairs to ra/mega open permanently. Widening the gap at the rockets and removing the pack of nails would make it easier to rocket jump up and attack. It's the little things that really cause your downfall when trying to assault someone who's just camping.
It might also be a good idea to remove some of the more annoying hiding spots, like the rafters above big room, the recess above ng and the wall covering the path to quad.
I disagree with Johnny_cz about removing the hides at low rl. You can't really utilise those for any kind of hiding strategy except for short-term ambushes, and, if you can pull that off successfully, you deserve the reward.
I don't claim to know too much about balanced ammunition placement, but 10 rox at ra/mega seems like too much if you're trying to reduce its viability as a camping spot. Maybe the combined ammunition at ya tele, gl and high rl is too much too? I'll leave it to someone more experienced with map balancing to work that out.
I think that's as much as you can do without drastically changing the map, and no one wants that. imho, the best thing for this map would be to turn on some kind of safespawns. By far the biggest problem is the quick spawnfrags/camp for 9 minutes combination, so removing the chance for 4 or 5 ridiculously easy spawnfrags at water/tele would fix most of the map's flaws. You can still get your freefrags by bounding across the map and heading your opponent off at the launcher, but you actually have to work for it instead of having a 5-0 lead drop into your lap.
Member 42 posts
Registered: Apr 2007
Some good ideas indeed, like the YA-bars suggestion most. That could speed up the gameplay. Also the suggestion about removing the nail ammobox is great, but the hole doesn't need to be any bigger imo. http://www.rocketz.se - a quakeworld blog in the 21st century
Member 245 posts
Registered: Jan 2006
I can see what you want to change, it's funny to see because i've never thought of dm2 what it really was. It's just two diffrents area to bunker up and then gib the other one in big room.. I could'nt see that pattern before. DM6 is also the same at gl, but it differs some! DM4 is just a big room to hold Ban DM2
Member 569 posts
Registered: Feb 2006
removing the chance for 4 or 5 ridiculously easy spawnfrags at water/tele would fix most of the map's flaws. Well This is not that big of a problem imo. As you can easily decide to run, instead of taking the fight at water and risk geting killed and both players know this.
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