indecisive
useful
The sides are really incredibly useless. You placed a Shade there to defend it or give recon to your team, yet the area is so large, that you need to lead your shots like a motherfucker. And even if a few shots connect, they do jack diddly. Don't forget how the Shade is also placed right in front of a long hallway where someone can just spam you to death if you're not paying attention, which is often because nobody ever takes the footpath.
If anything, the other shade is worse because it can cover the other hallway just as well, if not better, and be out of the players range.
You know, if people used them at all I might know :X
Now as far as the fringe paths go, I've agreed with jcap to make two test versions, one with the fringe paths removed, and the other with them in play. If there's a drastic improvement in gameplay then I'll remove them, but I doubt there will be any impact since no one uses them.
Either way we'll see.
PS: Mass is redoing the entire middle section.
yes
it was done and released
but then a troll spammed the website and had it removed
sorry bro~![]()
Give me another beta test Sel. dddddddddddgfgdgfdgfdg
not dead
almost done modeling the new middle, hopefully there will be a beta tommorow(well today at time of posting, but yeah)
Keep in mind the the new area will be very rough, so don't give me a lot of shit over minor issues that I probably already know about!
PS:
Also we're looking for someone who thinks they can UV, create shaders for, and textures for the waterfall.
Anyone who thinks they're up to the task leave a message here.
PPS: We've tried cutting down the map size, I've taken the original and shrunk the overall length by about 5-10% of what it was before, mass tried valiantly to make something about half the length, but I felt it completely removed most of what made the driving path fun, so we're not using it, and we're sticking with the original concept of sheer size (not that big fuck you all!!), with longer fringe paths that allow you to take longer to get where you're going, but are generally safer.
Now I don't give a fuck how much flak I get for this, because it's staying, and here's why.
The most direct path, which will see the most action anyway is about 5-6 seconds LONGER, than driving base to base in the same vehicle in Danger Canyon, roughly 30+5 seconds. I don't see the issue, but apparently some of you do. We're also sticking with the single chokepoint for the map being the middle, but now with the new model it's much harder to hold, so we'll hopefully see less ridiculous games like we did in the betas, where 2 people hold the entire map.
Now as for the driving: Most of you who are claiming it's too big, are almost all people who I've played with on several occasions over the years, and I know that the majority of you take the walking path on Danger Canyon anyway, regardless of whether there's vehicles available, hell I do the same thing. You know why? It's because the driving path on danger canyon was boring as fuck to drive on. It was all flat, there's one jump in the whole thing, the middle is so open that any dick with an FRG can take you down in seconds, etc. On the occasions when no one is in the middle (the first 50 seconds of the game), you might see some vehicle action in the middle, but other than that, you won't.
Most of the time when I drive DC, and get to the other end in one piece, I almost never (95%) of the time, see anyone in a vehicle drive by. The reasons for this are, the middle is easy to hold, and chokes the entire map, and most of the vehicles that try to get down there simply get wrecked, leaving no vehicles for teammates to take from the base for 60 seconds, and yet again turning everyone to the walking path.
This is exactly what happened in the older betas of Rev.
We're trying to solve this, and so far brainstorming has put forward the following solutions, most of which (have been)/(are going) to be implemented.
Including :
Making the middle harder to hold, more open space, Rockets about a 20 seconds walk away, less cover, etc.
More vehicles in the base. In the older betas we had the DC model, 2 hogs, 2 ghosts. With 16 people this just didn't work. There were almost never vehicles at the base.
What I'm hoping :
Is that this will solve the lack of activity on the vehicle path, and you might actually see some cool vehicle battles on the expansive terrain I made.
With the extended use of vehicles we will see people using the longer fringe paths to get where they're going safer, but not as swiftly.
That the new middle mass made will be a lot funner than the old one, by being tighter, shorter, and overall less of a pistol wanking contest with use for other weapons being found in it.
Last edited by Sel; August 22nd, 2009 at 12:54 AM.
I drive DC 50% of the time. >_>
Walking is fucking boring.
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