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aggressor3 (was aggressor2)
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hyp3rfocus
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PostPosted: Wed Sep 12, 2007 3:21 pm    Post subject: Re: aggressor2 Reply with quote

nice suggestion kernel_panic. people have said before that the new room needs another connection to the rest of the map and this looks like a good way to do it.

here's a new version of the map with your suggestion implemented. it's a very basic passageway, nothing fancy. if it playtests well then i might pretty it up a bit.

aggressor2-010.pk3
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SnooSnoo
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PostPosted: Wed Sep 12, 2007 8:55 pm    Post subject: Re: aggressor2 Reply with quote

The map is definetly more playable with this new passageway. Nice work hyp3rfocus, and good idea kernel_panic.

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kernel_panic
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PostPosted: Thu Sep 13, 2007 11:09 am    Post subject: Re: aggressor2 Reply with quote

Hyp3r, for a reason W1ZrD doesn't update the server with the new Agressor, you would force everybody to download a new map everyday!

Well...I'm not as convinced with the new change as I thought I'd be. Yesterday I played a good while against those bloody Berets in both maps, the one with the tunnel and the latest one. Still not sure where the problem is, but none of them seems to be the ultimate Agressor level.

Despite this, some instinct tells me that the passage from railgun is not a bad idea. If you take a look at the original map, you'll see that no matter where you are you can always have opponents coming from more than one direction (from 3 or 4 at some points). Conversely, almost always the player has a multiple choice as to where to go. I think this is one of the keys of the map, making the player to decide at every moment what to do, highlighting the role of tactics and the surprise factor (see OA bases for an example of exactly the opposite).

Now, the new corridor is not at reach of players in the new room, perhaps it would work better if it was (I can imagine loads of blood in railgun, with players coming from stairs, corridor and teleport while some bastard fires grenades from below). This could be done by putting some sort of balcony in the new room, making the place more attractive and increasing the choices of movement (and I can imagine a war in the new room with players everywhere in the walls). The problem is that I don't think it's straightforward neither to design it nor to explain it; I'll try to sketch something in Xara so you may take a look.
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hyp3rfocus
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PostPosted: Thu Sep 13, 2007 1:05 pm    Post subject: Re: aggressor2 Reply with quote

i think you're right that the problem could be that the new corridor can't be reached by the players in the new room. i think making the existing balcony l-shaped and having a flight of stairs to the new passageway would keep the game flowing, instead of turning it to a sniping point.

like so...



aggressor2-001.png
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aggressor2-001.png

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W1ZrD
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PostPosted: Thu Sep 13, 2007 3:29 pm    Post subject: Re: aggressor2 Reply with quote

oh, I love the look of this screen! Make aggressor2½ cartoon:ish :)

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hyp3rfocus
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PostPosted: Thu Sep 13, 2007 4:35 pm    Post subject: Re: aggressor2 Reply with quote

Quote::
Make aggressor2½ cartoon:ish
interesting concept. i might do something with that.

anyway, here's the latest version of aggressor. i've extended the balcony round a bit, put some stairs up to the rail and added a little ledge to make the other end of the new room a bit less bare. it's got a bfg up there, but it can't be reached by regular jumps. :hoho:

aggressor2-011.pk3
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kernel_panic
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PostPosted: Thu Sep 13, 2007 5:00 pm    Post subject: Re: aggressor2 Reply with quote

I don't see the time to get home and try it. Out of your description and the screenshot it seems that you did spot on what I thought.

***

Done. I quite like it. Tried it with many bots and 1vs1. There may still be room for improvements but in my opinion is good. Thanks for the work, hyp3rfocus.


Last edited by kernel_panic on Thu Sep 13, 2007 6:27 pm; edited 1 time in total
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hyp3rfocus
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PostPosted: Thu Sep 13, 2007 5:49 pm    Post subject: Re: aggressor2 Reply with quote

ok, a couple more requests implemented here. i've cleared a bit more headroom above both the stairs down from the railgun so you can jump down without hitting your head. should make the map a bit quicker.

aggressor2-012.pk3
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PostPosted: Thu Sep 13, 2007 6:32 pm    Post subject: Re: aggressor2 Reply with quote

Cool additions. Now i would suggest making holes as in the picture, so the whole space doesent stay a deathtrap. The holes can be used to shoot through them like on oa_dm4. If you try and play youll see what i mean.



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PostPosted: Thu Sep 13, 2007 8:03 pm    Post subject: Re: aggressor2 Reply with quote

the stairs from the rail to the new room looked pretty hideous, so i left the ceiling height as it was, but dropped the doorframe back down and put some pillars on either side to make it fit the style of the room.

the bfg was horribly overpowered, so i replaced it with an invis. this may or may not be a good thing for the map, it needs a bit of testing, but i wanted something special up there to give people an incentive to learn rocket jumping. :)

aggressor2-013.pk3

i'm planning to leave this alone for a while. any chance we could get it on a server and give it a test?
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PostPosted: Thu Sep 13, 2007 9:23 pm    Post subject: Re: aggressor2 Reply with quote

hyp3rfocus wrote:
the stairs from the rail to the new room looked pretty hideous, so i left the ceiling height as it was, but dropped the doorframe back down and put some pillars on either side to make it fit the style of the room.

the bfg was horribly overpowered, so i replaced it with an invis. this may or may not be a good thing for the map, it needs a bit of testing, but i wanted something special up there to give people an incentive to learn rocket jumping. :)

aggressor2-013.pk3

i'm planning to leave this alone for a while. any chance we could get it on a server and give it a test?
I haven't tried/uploaded the map yet but I can say already now that I think that adding another powerup on this map is doomed. Already the megahealth is making the map-control really easy, basically whoever gets mega-health first on Aggressor is declared a winner. Imagine now getting megahealth and then route down to invis directly after...

Well, we'll see :)

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PostPosted: Thu Sep 13, 2007 10:35 pm    Post subject: Re: aggressor2 Reply with quote

no worries. invis removed and replaced with red armour. ready for testing now. :)

aggressor2-014.pk3


Last edited by hyp3rfocus on Fri Sep 14, 2007 12:52 pm; edited 1 time in total
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PostPosted: Fri Sep 14, 2007 12:21 am    Post subject: Re: aggressor2 Reply with quote

i won't change anything else for a while.

promise.
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PostPosted: Fri Sep 14, 2007 2:37 am    Post subject: Re: aggressor2 Reply with quote

hyp3rfocus wrote:

i'm planning to leave this alone for a while. any chance we could get it on a server and give it a test?
Ok

hyp3rfocus wrote:

i won't change anything else for a while.
promise.
lol

Conclusion: I love ya mate! :sexy:

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PostPosted: Fri Sep 14, 2007 10:39 am    Post subject: Re: aggressor2 Reply with quote

:grin:
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