Shit, sorry for the late responses!
First: Thanks!! Personally I enjoy the long stage 3 fights the most
A timelimit on the server will not end the game in any way, It will just prevent another round from starting. The stage will be played until there is a winner.
Both! It all depends on the team balance, it becomes painfully clear which teams are stacked in stage 3. Not much I can do about that really...
Adding a sort of realistic rollback speed (where it accelerates and whatnot) is not something I want. It's too difficult (I suck at entities) and it's a bit late in development to try it, all my balancing from the past versions would have to be scrapped and redone.
It's a cool thought, and I've heard it before a few times. Sorry to say that this map won't feature it. I just can't
=======
OKAY!
I'm getting closer and closer to finishing this up, or at least enter rc stage.
I want ALL kinds of feedback for this last push. That means even the smallest nitpick will help, I really don't care how small of a deal it is! Misaligned texture? tell me.
The map is way to big for me to check all by myself so I really hope people can help out
Indoor areas in stage 1 and 2 has seen some minor layout adjustments, but other that that I've just fixed smallstuff, so far!
The same here, one of the best rated maps ever on our server. Just the problem of the end stage 3 can be really long.
BTW if i add a timelimit (our servers usually don't have one and only goes by maxrounds) will one team win the game if it's payload is the higher one, or will it just be a stalemate?
First: Thanks!! Personally I enjoy the long stage 3 fights the most
A timelimit on the server will not end the game in any way, It will just prevent another round from starting. The stage will be played until there is a winner.
Is the point of Stage 3 to cap it, or to simply let the other teams cart fall off the edge? Cos the second option is a hell of a lot easier than the first.The speed at which the cart moves up the hill is insanely slow. Would be nice if there are one or two flat sections, but the cart takes a while to slow down, so if the cart gets to near the top of the hill and then stops being pushed, it'd roll straight through the flat sections.
Just my suggestion anyway.![]()
Both! It all depends on the team balance, it becomes painfully clear which teams are stacked in stage 3. Not much I can do about that really...
Adding a sort of realistic rollback speed (where it accelerates and whatnot) is not something I want. It's too difficult (I suck at entities) and it's a bit late in development to try it, all my balancing from the past versions would have to be scrapped and redone.
It's a cool thought, and I've heard it before a few times. Sorry to say that this map won't feature it. I just can't
=======
OKAY!
I'm getting closer and closer to finishing this up, or at least enter rc stage.
I want ALL kinds of feedback for this last push. That means even the smallest nitpick will help, I really don't care how small of a deal it is! Misaligned texture? tell me.
The map is way to big for me to check all by myself so I really hope people can help out
Indoor areas in stage 1 and 2 has seen some minor layout adjustments, but other that that I've just fixed smallstuff, so far!