[MAP] Final Balance

Moderators: Nexuiz Moderators, Moderators

[MAP] Final Balance

Postby FraNcoTirAdoR » Fri Oct 02, 2009 7:10 pm

The basic idea was to make Final Rage much more balanced, weakening the outer room, and give more possibilities for the inner room. I wanted to break the pickup-routes on the 3 megaitems, also to give ability to the guy who is being overcontrolled to pick up at least the 100 armor and a rocketlauncher for sure, when playing 1on1s.
As you can see the focus was to make the map more dynamic for 1on1 and 2on2 games, but I guess its very playable in 6-8 players DM games too.
Most of the edits I made were just item replacing things, also I added a trickjump for the recommendation of kyre into the inner room, you can jump up to 100 armor using those little lights.
I added a new angle to mortar, this way you can attack the mortar room using hagar secondary from the nex'es platform very effectively.
Also I fixed many of the player clipping issues, like now you can't stuck in the mega room's teleport entreance, and neither into the lamp in the platform behind nex. (also 3-4 minor clipping issue fixed)

Enjoy!

www.freeweb.hu/eudigit/final_balance.pk3


Image

Image

Image
FraNcoTirAdoR
Alien trapper
 
Posts: 288
Joined: Tue Mar 04, 2008 10:25 am
Location: near the nex

Postby Fisume! » Sat Oct 10, 2009 11:00 am

No, thanks.
Fisume!
Alien trapper
 
Posts: 467
Joined: Sun Jan 27, 2008 8:55 am
Location: Saarbruecken, Germany

Postby FraNcoTirAdoR » Sat Oct 10, 2009 7:13 pm

Fisume! wrote:No, thanks.


wasn't offered for you :P personally i enjoy this map more with this layout, its not possible to camp on the external area any more.
FraNcoTirAdoR
Alien trapper
 
Posts: 288
Joined: Tue Mar 04, 2008 10:25 am
Location: near the nex

Postby Urmel » Sun Oct 11, 2009 12:24 am

Thank you very much FraNcoTirAdoR. This remake comes up with a bunch of very senseful improvements, I hope they replace the original version with yours in the next upcoming release.
uncomfortable
random
mean
embarrassing
limited
Urmel
Forum addon
 
Posts: 1744
Joined: Fri Mar 03, 2006 10:06 am
Location: Offline

Postby Samual » Sun Oct 11, 2009 2:27 am

Fisume! wrote:No, thanks.

I agree, I don't like this... sorry.

And Urmel: I doubt it will go in.... At least not until 2.6, if ever. Well, perhaps the fixes would go in, but balance would be kept the same.
Do it yourself, or stop complaining.
(Developer Tracker) | (Nexuiz Roadmap)
Samual
Keyboard killer
 
Posts: 508
Joined: Mon May 25, 2009 7:22 pm
Location: Pittsburgh, PA

Postby FraNcoTirAdoR » Sun Oct 11, 2009 2:05 pm

well i expected some people wouldnt like it, because they are too comfortable with gaining the non-looseable control on this map :P I think you just have to play the map more to understand why it is as it is. Here is a short explanation of new things that i thought you would notice:

- armor is now connected with the mega through those upper door, this means if you go out there you will give out the pickup sound of the armor, and you will run right into the nex of the external guy.

- if the connection is so that the mega is picked up earlier, then if you go through (the playerclipped :P) teleport to get into the inner area, you will run into the rocketlauncher of the opponent, and its also possible for him to escape by closing back with RL.

- mortar is placed where it, because on perifery, its not possible to constantly pick up and dominate (unlike nex). You can also spam the mega room with its secondary when you predict the opponent going for the powerup.

- 25 armor replaced the 25 hp on the external area, because it worth less, but still worth enough so people will leave the highland area.

- same with the lot of little armor shards in the corner (where quad is), they worth quite much, but they can make you stuck down there.

- hagar is on the bottom area because after you take the teleport you can cover the mortar area with its secondary (angle on the opposite wall is calculated on it), also you can close the door leading out from the 100 armor area (well, technically all doors anyway)

- the 100 armor is put into that room because now using mortar secondary you can temporarily close down the powerup from the main room, it gives a little more controlling power to the external room. Also the inside guy can close the paths leading to it easier, using rocketlauncher (that is inside)

Item placement is not as it is because its just some random stuff, put together in 5 minutes, but rather the result of experiments with bundy and kojn to create a map derivate of final rage thats completely balanced, and provides more tactical possibilities than creating a pickup chain on the 3 powerups and run it every 30th second, and inbetween the pickups you take the external RL and nex: this was played 99,99% of the original version and its VERY far from tactics.
FraNcoTirAdoR
Alien trapper
 
Posts: 288
Joined: Tue Mar 04, 2008 10:25 am
Location: near the nex


Return to Nexuiz - Map Releases

Who is online

Users browsing this forum: No registered users and 1 guest

cron