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Messages - Slayer

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FH2 Help / Support / Re: FH2 Private Server and Ranking
« on: 15-03-2018, 23:03:39 »
The only ranking system which is working atm, is the 762 one, so maybe they can help you:

Modding / Re: Berlin
« on: 15-03-2018, 20:03:17 »
I wouldn't worry too much about the gameplay and loadout stuff too much right now.  Just get your map looking good.
Lol, this is exactly what he should not do. Gameplay comes first, and then I don't mean balance, but what you need to place static wise, where the routes to flags are, how many routes to the same flag there are etc. etc. That's first. If that fails, the map will never work, as we can see in various examples on #1.

Making the map "look good" is the last thing you do, after everything is set in stone what the map is gonna play like.

And stating that players are "used to" not being able to repair everything while there are 45 stock maps and I don't know how many CMP maps of which there are 4 (?) on which you can't repair sh*t (I understand the goal of it but the means is way too harsh imo because it effects land battle too much), well, that's just overstating things dramatically.

...but I am definately limiting the wrenches, maybe even just to a few pickups.
Limiting stuff is OK if things become too spammy. There are other ways to prevent people to zap-repair things like the Tiger. For example you could make it necessary to keep a number of footsoldiers for capping flags (plaving them inside a courtyard or something, so tanks can't reach them), otherwise the team can't win.

Modding / Re: Berlin
« on: 13-03-2018, 16:03:11 »
It is indeed a good idea, but it is the opposite to what I planned.
OK, it's your map ofc, so go ahead :) It's just a bit more ligical that if you fight yourself into a trwon's center, that it becomes more and more an infantry fight and that tanks should play less and less of a role. Think of it as outskirts - suburb - quarter - town center. Most vehicle traffic in peacetime would be in outskirts, and like in peacetime, vehicles have more trouble driving around in town center. So, that's my chain of thoughts, but it's all a matter of opinion of course.

There will be no wrench kit. Once static guns are destroyed there is no coming back to life. Tanks and other vehicles will have a long respawn time. The idea is to have players play smart and not waste the equipment. That´s an important flaw I find in some maps. I will also remove SL spawns. Distances are not long so there will not be too much boring running times, it´s all about playing smart and as a team, that is what I want to encourage.
I understand, but most players will not play smart, just take a look at an average public round. Not having a wrench might look like a nice plan, but it will cause frustration: players expect that they can repair static guns, vehicles and what not. Maybe try to encourage smart gameplay in different ways, so that you don't force them.

Same goes for SL spawn btw. I think you should try and finish the map first with all the "normal" gameplay properties of FH2, because that way it can be easily seen if things work out or not. After that you could try and experiment on things, like no SL spawn. If you do it rightaway, there is little to compare it to, and then the testing will be a little obsolete and just based on gut feelings.

Modding / Re: Berlin
« on: 12-03-2018, 23:03:37 »
Oh right, you have four sectors. Sorry, I still thought from the three sectors perspective ;)

You could bind the tankspawns to the second sector so that as soon as it's lost, they won't respawn: problem solved.

Modding / Re: Berlin
« on: 12-03-2018, 20:03:26 »
If you really want a good test, have something playable in time for the opening of the next CMP campaign.  We can get you 40-80 players, depending on whether we put it in the scrims or just an opening day event.
That would be great for balance related stuff. If you need testing to see if the map works OK when it comes to memory usage, static placement, etc. then just upload it here so we can download it and try it out. For balance you would need a lot of players, for the other stuff not. There would smaller numbers be better actually, because the other players would simply distract too much from the testing.

For third sector I'd advise to do something simple, as the attacking team has to work through two sectors before they get there. So a bridge crossing would indeed be a bit much. Maybe a huge building in which they have to capture both the basement and the upper floors would work, or two different buildings opposite each other on a square or something.

Modding / Re: Berlin
« on: 11-03-2018, 17:03:15 »
Looking good there, but it's still a bit sterile (esp the last two). I assume you're gonna add details to make it more "alive" as soon as gameplay is finished?

The houses on the first one look superbright, but I guess you'll be able to fix that with lightmaps.

Make sure you upload it here when it's finished so we can test it ingame :)

Off-Topic / Re: Revolting Uniting
« on: 11-03-2018, 00:03:57 »
Topographie des Terrors, close to Potsdamer Platz: Gestapo HQ excavation.
Berlin Tunnel Tour, it hsows you around air raid shelters etc.
DDR museum (not very military, but really cool little museum).
Soviet monuments Tiergarten/Treptower Park.

Modding / Re: Berlin
« on: 11-03-2018, 00:03:41 »
I'd love it if you wouldn't limit grenade kits per se, but solve it by limiting the number of grenades per kit (one instead of more than one), and make it hard to rearm them at an ammo point.

Off-Topic / Re: Picture of the Day
« on: 08-03-2018, 21:03:34 »
Yeah lol, that's a really weird picture :)

Purple Heart Lane / Re: Purple Heart Lane 64
« on: 07-03-2018, 20:03:08 »
Lately US wins or loses in the last sector (in my experience). I think that's showing that the map is in the good spot right now.

Thanks, it will be handled :)

The more I look at the newer maps that are coming out, the less polished the older (mostly African) maps look to me. Am I imagining this?

I don't mean gameplay wise. It's more about the general look of the map. Perhaps it also has to do with the fact that there's only really desert out there and not much you can do on them (Sidi Bou Zid looks great, but that one has actual vegetation). Maybe it also has to do with the fact that some of the newer maps lack those exaggerated terrain features (huge hills like on Supercharge or El Alamein).
No, not imagining things, later maps are better usually. I disagree on the desert looking boring though: maps like Sidi Rezegh (an airfield littered with you-name-it-we-have-it plus hangars and the best building in the mod), Mareth Line (trees, trenches, bunkers and hills) and Alam Halfa (craters, barriers, supplied outposts) are all interesting looking maps imo.

i missed the LIVE broadcast.

When will it be uploaded to the Youtube channel?

And you can stil watch it on Twitch:

Actual stream starts at 10:38 (before that there is a waiting screen and some sound issues).

i missed the LIVE broadcast.

When will it be uploaded to the Youtube channel?

And you can stil watch it on Twitch:

Actual stream starts at 10:38 (before that there is a waiting screen and some sound issues).

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