The Gang Garrison 2 Forum
May 22, 2013, 01:42:46 pm *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Chat with us on IRC: http://ganggarrison.com/irc.html
Server: irc.esper.net, Channel: #gg2
 
   Home   Help Search Login Register  
Pages: « 1 2 3 4 5 6 »
  Print  
Author Topic: Agh's mapping lessons  (Read 4577 times)
Agh
Veteran Beta Tester
*****
Offline Offline

Posts: 2406



WWW
« Reply #30 on: October 25, 2010, 09:42:38 am »

I replaced the truefort example with heenok2. Nobody will argue that that map wasn't immensely unbalanced.
Logged
Psychopath
Developer In Training
*****
Offline Offline

Posts: 6814

Stop telling me to do things


« Reply #31 on: October 25, 2010, 09:52:29 am »

I replaced the truefort example with heenok2. Nobody will argue that that map wasn't immensely unbalanced.
Now I remember why I liked the original heenok way more than heenok2
Logged

Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: Shocked
I_am_awesome
Guest
« Reply #32 on: October 25, 2010, 09:57:55 am »

well it also had a pretty similar scout route

the intel room was better guarded since it was right along the path which everyone takes, though. and it was pretty campable.
Logged
Conan
Sr. Member
****
Offline Offline

Posts: 283


(λ2) = 42


« Reply #33 on: October 28, 2010, 09:29:02 pm »

Can't wait for tomorrow!
Logged

Good thing you put the copyright notice on there because I'm sure tons of people would want to steal that and sell it for a profit. 
Blockland
Starky
Hero Member
*****
Online Online

Posts: 2366



« Reply #34 on: October 30, 2010, 10:45:24 am »

Oh crap Argh missed his deadline he must be dead.
Logged

Conan
Sr. Member
****
Offline Offline

Posts: 283


(λ2) = 42


« Reply #35 on: October 30, 2010, 04:00:43 pm »

Oh crap Argh missed his deadline he must be dead.

OH NOES  Panic Panic
Logged

Good thing you put the copyright notice on there because I'm sure tons of people would want to steal that and sell it for a profit. 
Blockland
Agh
Veteran Beta Tester
*****
Offline Offline

Posts: 2406



WWW
« Reply #36 on: October 30, 2010, 04:44:28 pm »

umm, I "forgot" to do it. Gonna write that stuff soon.
Logged
[BH] sHN3T
Hero Member
*****
Offline Offline

Posts: 1129



« Reply #37 on: October 30, 2010, 05:17:25 pm »

No worries man c1
Logged

Sentry
Hero Member
*****
Offline Offline

Posts: 1295


Bring back spinjumping


« Reply #38 on: October 31, 2010, 05:02:09 pm »

I feel this is one of those things that will be forgotten no matter what.  z7
Logged
Conan
Sr. Member
****
Offline Offline

Posts: 283


(λ2) = 42


« Reply #39 on: October 31, 2010, 07:23:33 pm »

I feel this is one of those things that will be forgotten no matter what.  z7
z4

NOES
Logged

Good thing you put the copyright notice on there because I'm sure tons of people would want to steal that and sell it for a profit. 
Blockland
RebelINS
Martial Expert
*
Offline Offline

Posts: 6676


Future is so bright I gotta wear shades


« Reply #40 on: October 31, 2010, 07:39:28 pm »

it will never be forgotten as long as agh is a moderator of map making. duh
Logged

Conan
Sr. Member
****
Offline Offline

Posts: 283


(λ2) = 42


« Reply #41 on: November 01, 2010, 05:51:22 pm »

umm, I "forgot" to do it. Gonna write that stuff soon.

Post ASAP.
Logged

Good thing you put the copyright notice on there because I'm sure tons of people would want to steal that and sell it for a profit. 
Blockland
Starky
Hero Member
*****
Online Online

Posts: 2366



« Reply #42 on: November 03, 2010, 09:51:42 pm »

Don't forget update doin.TODAY!
« Last Edit: November 05, 2010, 11:45:54 am by Dr. R. Starky » Logged

Agh
Veteran Beta Tester
*****
Offline Offline

Posts: 2406



WWW
« Reply #43 on: November 05, 2010, 11:05:12 pm »

LESSON #3
Stopping Rocket Spam - Part 1

Rocket spam is something that can really break your map and sap all the fun out of it. It means there's one rocketman standing in a certain location, shooting in one direction, where he not necessarily sees, but predicts his enemies to be. This is a very effective tactic because of multiple factors: Lag makes it sometimes impossible to avoid rockets, not to mention that many people just plain suck at dodging. But even if there's no lag and you're good at dodging, there's a big chance that there is another enemy and fighting an enemy while dodging rockets can be quite difficult.
So you want to design your map in such a way that rocket spam doesn't become too effective. Ask yourself the following questions to determine the effectiveness of a certain rocketspam position:

- How long will the rockets fly while they are still close to the ground?
The longer the rockets travel the likelier it is for them to hit something. However if the rockets are too far away from the ground, then they can't hit people. So don't just look at the pure distance.

- How much room for evasion is on the spammed path? How much cover is there?
The rocketlauncher is balanced, because normally you'll be able to avoid many rockets. If the area doesn't leave room to dodge the rockets, said weapon becomes overpowered. So avoid tight passages!

Cover is important because it gives the player time to breath and recover.

- How populated is the spammed path?
If almost nobody takes that path, then spamming it won't really yield satisfying results.


- How easy is it to just take another path to the objective or to the rocketman?
You won't see much spam in the middle of waterway because it is so easy to avoid.


to be continued
« Last Edit: November 05, 2010, 11:09:43 pm by [GA]Agh » Logged
[BH] sHN3T
Hero Member
*****
Offline Offline

Posts: 1129



« Reply #44 on: November 05, 2010, 11:08:28 pm »

Another genius lesson c1
Logged

Pages: « 1 2 3 4 5 6 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.209 seconds with 19 queries.