Page 3 of 10

Posted: Sun Aug 13, 2006 10:25 pm
by RAymo
i think u should keep them so ppl will work as a team to bypass them :wink:

Posted: Mon Aug 14, 2006 12:06 am
by Protector_Pulch
Or could decrease their AOE (Area of Effect, the area they affect when exploding) so you can jump over it if you sprint-jump.

Posted: Mon Aug 14, 2006 12:15 am
by Adreniline
Protector_Pulch, I was initially thinking of removing them, but aside from decreasing the AOE, we could decrease the damage recieved from the mines and/or detonation packs. Perhaps a combonation of a lesser AOE and damage would prove balancing?

Posted: Mon Aug 14, 2006 12:18 am
by Protector_Pulch
Medic ! We need a medic !
Adreniline has become Leviathanish^^

Good Idea. I think the damage should be in a way that you can still survive a sniper-hit (not a headshot) after having run across a mine, but you have only zero hp left then.

Posted: Mon Aug 14, 2006 3:55 am
by Adreniline
Good Idea. I think the damage should be in a way that you can still survive a sniper-hit (not a headshot) after having run across a mine, but you have only zero hp left then.
Consider though, the fact that most would not simply lay one mine to ensure the protection of their flag, rather, they would completely encircle it with mines and detonation packs. This proves a dilemma as altering a mine to wreck less havoc would also make the mine rather useless, yet leaving it alone would prove to powerful to properly attempt a flag capture.

Off Topic:
Perhaps I responed to quickly on my last post

Posted: Mon Aug 14, 2006 4:00 am
by Penguin
i would say keep the mines in, but make them do less damage and make is so enginiers aren't immune to it.

or you could decrease the time they last?

Posted: Mon Aug 14, 2006 4:20 am
by Adreniline
Penguin, you seem to have come across one alternative I have missed, shortening the lifespan would considerably discourage the use of mines. Perhaps shortening the lifetime along with decreasing the AOE and also the damage would bring us closer to the solution?

Yet I feel there is something lacking....

Posted: Mon Aug 14, 2006 8:53 am
by Sniper_eye
Adreniline wrote:Penguin, you seem to have come across one alternative I have missed, shortening the lifespan would considerably discourage the use of mines. Perhaps shortening the lifetime along with decreasing the AOE and also the damage would bring us closer to the solution?

Yet I feel there is something lacking....
hehe, lev. wanna be :P

Posted: Mon Aug 14, 2006 9:28 am
by Hebes24
Off-topic: He's pretty good at it too, almost as good as Linus. :wink:

Posted: Mon Aug 14, 2006 9:42 am
by Sniper_eye
Hebes24 wrote:Off-topic: He's pretty good at it too, almost as good as Linus. :wink:
Off-topic:same thing i was thinking lmao :lol: Im getting the feeling that every1 wants to be leviathan! :D

Posted: Mon Aug 14, 2006 1:09 pm
by Talibanman
i liked it when there was only one.
anyways, get back on topic or else i'll know who will lock this.

Posted: Mon Aug 14, 2006 5:00 pm
by Thire
Awsome, not only can I believe that you decided to use my idea for the name, but I get to beta test as well? Awsome!!!! :D
Thankyou very much. :)

And you've made very excited about this map. :)

Posted: Mon Aug 14, 2006 5:20 pm
by Adreniline
Thire said:
And you've made very excited about this map. Smile
I believe you meant to say, "And you've made me very excited about this map."


Also, a conclusion to the mine issue may yet be at hand, should we only allow mines to be possessed by a hero (not yet developed at this time)? Limiting the use of mines by only supplying certain hero units with them may indeed prove to enhance the gameplay as you must do well to earn use of mines, rather than just flat-out puppy guarding them by such use of the default unit.

Posted: Mon Aug 14, 2006 5:58 pm
by Sniper_eye
Thire wrote:Awsome, not only can I believe that you decided to use my idea for the name, but I get to beta test as well? Awsome!!!! :D
Thankyou very much. :)

And you've made very excited about this map. :)
what the? i brought up the dubrillion idea in the first place! why cant i beta test too? boo hoo :( (seriously)

Posted: Mon Aug 14, 2006 6:32 pm
by Karnage
Therefore Sniper_eye and Thire will be given first dibs on beta testing. I've also included Protector_Pulch in the beta testing due to his awesome, and hilarious, name comment.
Read before you post.

Posted: Mon Aug 14, 2006 6:51 pm
by Sniper_eye
Karnage wrote:
Therefore Sniper_eye and Thire will be given first dibs on beta testing. I've also included Protector_Pulch in the beta testing due to his awesome, and hilarious, name comment.
Read before you post.
OH GOD, my bad :lol: But how will u give us the link? through Xfire? pm?

Posted: Mon Aug 14, 2006 6:58 pm
by Karnage
I will PM you the link for the Beta. Soon.

Posted: Mon Aug 14, 2006 7:04 pm
by Sniper_eye
cool, btw, i didnt see u on Xfire when u made that post :?

Posted: Mon Aug 14, 2006 9:49 pm
by Thire
Adreniline wrote:Thire said:
And you've made very excited about this map. Smile
I believe you meant to say, "And you've made me very excited about this map."
Uh yeah :oops:

Posted: Mon Aug 14, 2006 10:50 pm
by Schizo
The wooden platforms from Kashyyyk don't really match the Kamino/Polis Massa-style buildings. I'd suggest reskinning them so they match better. Or replacing them with some Kamino-type platforms. Otherwise, it looks fine.

Also, from what I can remember, Dubrillion was an oceanic planet. At least, in Rogue Squadron III it was. The map doesn't really look like what I remember Dubrillion as, but maybe I'm just wrong. I don't remember there being any landmasses on the planet, but if there was, then don't mind me... Still, it looks like a good layout for a CTF map. Should be fun. Keep up the good work.