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Messages - The_Hairy_Baboon

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1
FortWar Hell / Re: Prop Solidity
« on: August 29, 2014, 10:20:27 pm »
Bumping this since it appears as though righteous bison goes through props.  was that always the case?

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FortWar Hell / Re: Map Rotation / Map Suggestions
« on: August 10, 2014, 04:19:17 pm »
Updated fw_ravine_2_a2 to fw_ravine_2_a3.

jsut played it for a bit, here's my 2 cents

It's a bit large and filled with stuff, too many routes/places to guard when not a full server.

Additionally, it's very hard to come back and defend the last point, especially from spawn, you just can't get out of spawn quickly.  I'd suggest making it a much longer capture, or moving spawn closer to the last point.  Either that, or have the spawns open up onto the choke points more, that'd help for defense.  right now, once you cap the middle, it's fairly easy to avoid people and go for the final capture

I might also suggest doing some kind of coloring to help orient people, I sometimes feel a bit turned around at various points on the map. 

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FortWar Hell / Re: Upgrade Suggestions
« on: April 29, 2014, 08:22:17 pm »
could ammo regen be added to the health regen?  like 1% every x seconds (and accumulates percent until 1 unit could be added.  (i.e. 1% every 5 seconds would add 2 bullets to heavy every 5 seconds, but soldier would get only 1 rocket every 25 seconds (since 20 rockets max, 1 rocket is 5%))

I find myself struggling sometimes with ammo since my health regens fairly quickly (aided by black box as soldier, but even as demo), but I just completely run out of ammo half the time, and then struggle to find it on the map easily.

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FortWar Hell / Re: Map Rotation / Map Suggestions
« on: April 22, 2014, 10:24:55 pm »
Dread, not to pile things onto your plate, but I think loca needs a few updates. 

1.  Right now snipers can hide on the upper ledge behind the colored spawn barrier and snipe without being seen.  I think it might be better to make that barrier see through, you can still avoid spawn camping, but then snipers have to play fair.

2.  It appears as though you can build inside spawn, at least right next to the upper ledge, making for a better sniping angle.  Not sure if that's intentional or not.

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FortWar Hell / Re: Map Rotation / Map Suggestions
« on: April 20, 2014, 12:33:25 pm »
fw_payload_v2_fix is not a good map at all for fw.

You can't build directly in the path of the cart, and the cart goes through props.  A team just has to destroy enough props before they can get proximate enough to move the cart.  It might be a better map if the cart started to move back the moment capture stops.

It makes it so that the team with the most money to spend wins by completely surrounding the path with dense packed wooden fences so it takes too long to destroy enough to advance the cart.  Most times a lot of money is spent by people without much chance of getting it back.

(additionally, rotating a wooden fence is nigh impossible, not sure if that's intentional or not)

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FortWar Hell / Re: Map Rotation / Map Suggestions
« on: April 18, 2014, 10:44:56 am »
Ok, I see. I guess it wouldn't be that hard to just prop out the entire cross section of the place like you did. How then should I fix this? Any ideas?

Make a building height limit?  Set nobuild within 2-3 character height of the ceiling so you can at least jump up and over.

The other thing is, if you can't get through, neither can the enemy.  Of course if both sides have been griefed.....

Another Idea i had while jumping around the map was what if you made a side tunnel out from the back of each spawn room that comes around and spills into the neutral zone where you have your map by Cread Master words.  If the tunnel is made such that it's far enough away from the walls that it couldn't be blocked by teammate props, then you could always get to the opposing side's props, which can be destroyed faster.  Then all you have to do is make the area like a spawn, in that you can't bring the intel through.

7
FortWar Hell / Re: Map Rotation / Map Suggestions
« on: April 11, 2014, 10:53:39 pm »
On the map fw_mountain_final (believe it was that one), I discovered that Red Team could build onto the floating square platform but Blu could not build on theirs.  Both sides could build on the thin connecting wire.

Additionally, on Red it was possible to build right up next to the spawn rectangle, whereas on blu there was the prop intersects a no build zone error from a greater distance away.

It also appeared as though you could sit in the middle of the enemy's spawn zone and prevent them from getting the intel, although i'm not 100% abt that.

8
FortWar Hell / Re: Map Rotation / Map Suggestions
« on: April 08, 2014, 10:56:41 am »
Only qualm i have is that not every class can take the intel onto the capture point unless assisted (such as medic with quick fix, or just generally getting rocket bounced)

Other than that, cool map. 

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FortWar Hell / Re: Map Rotation / Map Suggestions
« on: February 19, 2014, 11:01:59 pm »

But it does beg the question: how come we have two similar maps in rotation? It might be worth just keeping the original around and tossing out the tron version.

It might be better to do that.  I know in the low lighting you get issues with not being able to tell colors apart as well.  If it came to a vote, i think i'd say get rid of tron.

10
FortWar Hell / Re: Map Rotation / Map Suggestions
« on: January 28, 2014, 08:52:00 pm »
fw_forts_tron_a4_spawnfix  needs a couple more fixes.

1.  It appears as though if you tilt a prop through the barrier at spawn, you can build stuff on that prop, therefore reaching through to the enemy side before map start.  They can relatively easily destroy them if low, but it allows you to make blocking props and such.  No other map allows that i think, so it probably should get fixed for equality sake.

2.  People can take the intel into the enemy spawn room without dropping it.  This means the enemy team cannot remove the intel and have to wait for it to reset, but that timer is a while and all people have to do is touch it like once every 15-20 seconds to keep it from resetting.  Makes for a very cheap way to win.

Those are the two current glaring problems with the map.

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FortWar Hell / Re: Map Rotation / Map Suggestions
« on: January 12, 2014, 04:26:28 pm »
on fw_forts_a2, there's a common problem of blue taking the intel into their spawn room.  Do you think the map could be updated to where they drop the intel once they enter their spawn box?  And i guess do the same for red. 

12
FortWar Hell / Re: Prop Solidity
« on: January 06, 2014, 11:32:24 pm »
Fair enough,

Thank you for your effort though, having at least something being solid is quite nice, shame valve just changed the prop physics on us.

13
FortWar Hell / Re: Prop Solidity
« on: January 06, 2014, 06:14:42 pm »
So for the collision stuff, it appears as though pills explode on contact with enemy props and bounce off of friendly ones.  If i remember correctly, they used to bounce off all props, similar to walls.  Currently this makes pills quit good, potentially overpowered against people sitting on props cause all you need to do it hit near them.  If possible, get them to bounce off and then slowly fall through the props (as this was what they originally did)

Stickies appear to go through friendly props and bounce off enemy ones. (can't remember if they bounced off all props originally)

and still as you said they go through personal props.

14
FortWar Hell / Re: Prop Solidity
« on: January 05, 2014, 12:02:55 am »
at lower fps or non-perfect connection it's more of an issue.  I'm assuming there's no way for us regular people in the server to see those no build zones?

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FortWar Hell / Re: Prop Solidity
« on: January 03, 2014, 08:10:24 pm »

We have some fairly aggressive AABB collision checks in place that prevent players from placing props near spawn points and resupply areas to prevent griefing. They can sometimes be a little inaccurate as that's the nature of a AABB that doesn't rotate with the prop it belongs to, so sometimes even if the prop isn't physically rotated to intersect with a nobuild area, the AABB likely does.

there's an issue wit the protection for fw_platform_v15, it makes it very hard to build a walkway from spawn to the little bar a distance away.  it's especially a problem when fps is a bit low or if you are a bit laggy as the jump isn't always a sure thing

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