Fleury and Mantik,
Yes thank you for your opinions, and glad to hear the other maps are "fine"
But please reconsider trying the cXp version next time you see a server running our pack
I understand the frustration that ADR (cXp staff lingo for Artidozneraptors) had caused when it was first released some time ago. I wasn't a big fan of it myself, but didn't have much of a problem with it either. When I learnt that cXp was going to include it, I knew we had a task on our hand: make ADR less hated!
First I laid down the difference between it and a "regular" XMP map:
- 12 artifacts!
- no radar
- flat arena
- high visibility
IMO, the true problem with 12 artifacts is not having to cap all 12, as you know it only lengthens the game to a certain point. Instead I think the problem is the lack of artifact status. The standard HUD displays the status of the first 4 artifacts only, making total artifact count unknown, and therefore ignored, and ultimatedly less meaningful.
We first tried to create a gametype to display all 12 artifact icons on the hud, but that involved a lot more than anticipated. The problem was left unsolved until middle of June, when I decided to create the new gametype TwelveGame. Instead of adding more icons to the HUD, I used the 4 existing boxes to display the number of artifacts each team has. For exactly how it works I guess I need another thread
Anyway, now everyone knows how many of the 12 artifacts each team has got, and hopefully that solves problem number one: the artifact objective should not be ignored.
As for radar, apparently you can say "why'd that help?" Well, if you have to ask that, you haven't used the radar enough. Used properly, it gives vital information such as location of enemy and their movement. If an enemy left a Raptor behind your base, you know which entrance to greet them at
As for the flat arena: I suggested phalanx to add the bumps on it, and he did. This will give the Raptors less freedom, and also more "car accidents". It's a safer place for "pesdestrians" now. The high visibility issue was somewhat countered by the low light level previously, but that wasn't too effective. The new shiny textures are IMO much better.
I know all this is not going to make ADR a regular XMP map, but they are intended to at least keep it an XMP game. Instead of a gut-blowing deathmatch, it is now more of a gut-blowing artifact-whoring contest
I'm on defense!