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LivingPuppet
6th Feb 2004, 08:49 PM
I got a few gripes with this map and a couple suggestions.

Please do something about the deploy point at the underground of each base. It seems pretty useless to respawn there because of all the time it takes to get outside again. Remove it or put something useful down there that'll make it worth respawning there. There are several options.

Maybe there should a prehacked to your team energy source(something like Nakoja) underground instead of the deploy point.

Perhaps it could be turned into a vehicle bay with a raptor and harbinger or one of the two with the one that isn't there being at the current raptor vehicle bay. Yet you can leave the deploy point there so the player can gain quicker access to the vehicle(s) underground.

Tbh I like the underground area but it seems pretty empty. There should be a VR pod or 2 down there and you put 1 or 2 turrets around the bases outside. Like the big shock turret(one for each base and placed at the top of each artifact node structure). One or Two Winged Cannons(lowlands) or Carnival Turrets(the one in FreeFall that lets you move up, down and around) on the left and right side of the bases(or whatever works nicely) instead of a Shock Turret at the top. I suggested those turrets because they aren't seen much in Xmp. This sounds like the best solution in my eyes.

Lastly I got some screenies showing places where you can get stuck which I hope Jaspeer will patch up, sorry if these problems were posted before. Screenies below.


The first two pics show me getting stuck above that underground deploy(blue). I didn't get stuck in the same place at red base however.
Second pic is behind the juggernaut power gen.
Third and Fourth pics show a useless hole near the red base. Third pic is me in the hole and Fourth is myself looking at it. You can get out of the big hole but if a nub gets stuck here(without vehicle support) he/she might as well type suicide in the console or blow themself up.

Saito
7th Feb 2004, 04:31 AM
I would ask you all this, these maps were released prematurely as a beta because the comunity needed it, be aware that some comments here insult the makers.

Really I can see where the underground was going, it could have been great, but it feels rushed, and since the CBP pack was in a sense rushed out cause we kept bitching I wont cry about it.

At first I saw all sorts of crap as a gamer and I was like "wtf this is lame" then I remembered its a beta, I am sure the mappers know what the faults they had to rush are.

And btw you can get stuck on the stock maps to, and 2k3 is full of BSP holes and places you can get stuck... thats not that much of an issue. If you want I get can get myself stuck in every stock "so to speak map" and post it.

Given that its a beta I am very happy with the product by in large, but I count the problems as they pushed it out to fast, and I think the comunity asked for it, and so we shouldn't rush them and taunt them for it.

Really I can see the intent on how each mapper want the maps to flow, and they do flow as such. Allot of the issues are simply technical fixes.

I would say the major flaw in the cbp is people on server. Some maps are made for large groups, but often we can't get that, others are great as a small group. The variety is a good thing.

For example emerald is stellar 12 vs 12 with good comps and good teams its nice, but kalimari is good 6 vs 6 in a different way. When you play on servers with open teams and no player limit its easy to see why it sucks at the time. But when you look at it as a member of a teams and say "ok this is a 10 person map how could I work this and use the terrain" most are pretty butter. I have several gripes but I feel they will be fixed.

From a team vs team "aka clan vs clan" I have only 2 maps that I would argue about with some technical fixes to ( and I won't flame the people who worked so hard in public cause its not my place and the maps are good).

Also there were some crap maps with the initial release, that are only good in team play. Aka freefall, its not a bad map, if you play with a good team and you realize that the gunners is the runner for the map, once you grasp that it plays well. It seems to me that allot of the cbp maps are based around understand the map. Garden for better or worse is a great map... but its not technicaly complicated, allot of the CBP maps are based on dominating a part of the map, most stock maps didn't achieve that.

After playing the maps there are some I would love to see on IGL, they play well, and force team work.

In a way I think the map pack is ahead of its time... the people listened to what we said and working on team work... allot of the maps really reward teamwork and punish not working as such.

I have to say CBPhell is an amazing map.

Comming from messing around on pubs, and taking a team look at it the flow is amazing. The beauty of all spawns (and allot of them) in the same area in the middle gives you an area you have to have, and the power around it off to the side makes you chose to go 3 ways, there is allot of thought in how you play it.

If one of the mappers wants (even though I am not that major of a player) I will give my opinions on what I noticed and what I feel would speed up/slow down flow, and improve playabilty. There are several maps that I saw and said "hell yes this is a clan map" yet I saw several and said "this map owns but it shouldn't be on pubs its a league map".

Overall in final reveiw its up to the mappers to fix the technical issues and as its a a "beta map pack" lets not attack them for giving us and early christmas, however its not "new player friendly" but thats on us as active players and not the mappers to fix.

/gets off soap box

Oh_Duh
11th Mar 2004, 06:37 PM
I like the underground. The thing that is significant about them is the energy sources. I have had many great firefights there.