insanely quick notice: hydronexb7

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insanely quick notice: hydronexb7

Postby SavageX » Fri May 09, 2008 10:23 am

edit: hydronexb7 features a very small rim under the bunker window so you can laserjump both from above and below. Plus the pee is replaced with nice fresh water.

http://savagex.planetnexuiz.de/hydronexb7.pk3
Last edited by SavageX on Mon May 12, 2008 11:11 am, edited 4 times in total.
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Postby [-z-] » Fri May 09, 2008 3:00 pm

So that's where I heard the elevators!
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Postby Dokujisan » Fri May 09, 2008 5:27 pm

I appreciate the improvements on hydronex4.

Some aspects of hydronex:
There's a funnel point to getting into base. This has good and bad points. It causes congestion which makes it hard to enter, but it also causes defenders to step on each others toes if they aren't paying attention. I do really well on defending this map by basically camping that entrance, but my efforts get thwarted usually by my own teammates (on public servers).

If someone does not cover that entrance, then many people can laser their way into base and snag the flag. The result is that people tend to just camp in base because, many times, if someone gets the flag, they can escape and get back to base relatively easily because of the teleporter exit. The hard part is getting into the base with enough health/armor. If you get that far, then capping isn't nearly as hard, especially if you attack as a group. I don't think it shoudl be that hard to enter base (re: the funnel point), but I also think it shoudl be harder to leave base (re: teleporter).

If I were to see another version of hydronex, I would like to see two things...

1) have two entrances into base that aren't teleporters. Perhaps expand the ceiling near the base entrance and have an upper and lower entrance. (think lavaflag)

2) remove the teleporter or change it so people can't ROCKET JUMP out through the teleporter and get back to their base within 2 seconds. Teleporters already give people a boost. Add that to a rocket jump and you can see how people can fly back to base way too quickly using that technique.

Otherwise, I appreciate the changes to the water area and that the base area seems to have more space for movement near the entrance. That extra space allows attackers to enter base easier, but it also keeps defenders from getting in each other's way as much.
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Postby Mr. Bougo » Fri May 09, 2008 6:09 pm

Dokujisan wrote:2) remove the teleporter or change it so people can't ROCKET JUMP out through the teleporter and get back to their base within 2 seconds. Teleporters already give people a boost. Add that to a rocket jump and you can see how people can fly back to base way too quickly using that technique.


Yep, let them splat on the wall or on the ground when they use the tele :p
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Postby SavageX » Sat May 10, 2008 1:37 pm

Bump. See modifed first post.
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Postby [-z-] » Sat May 10, 2008 2:39 pm

Nice man, interesting changes. The grate should make for some interesting situations. I'd like to see a side exit through some sort of hallway that hooks around but I understand if you want to keep it simple.

I just feel like there is still only 1 way in the base.
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Postby SavageX » Sat May 10, 2008 3:31 pm

[-z-] wrote:I just feel like there is still only 1 way in the base.


Well, once you notice you can laserjump + crouch into the bunker you'll see that you won't have to fight your way to the main entrance anymore. This way one for sure has to defend two positions: The area behind the main entrance and the bunker itself (which used to be pretty neglegted in previous versions).

Let's see how this changes things. It's prettty likely I'll produce another tweaked version if necessary - and of course everybody is invited to extract the .map source from the .pk3 to modify things according to own taste.
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Postby [-z-] » Sat May 10, 2008 5:25 pm

SavageX wrote:Well, once you notice you can laserjump + crouch into the bunker


If you mean the bunker with the nex, that doesn't help diffuse the traffic at the main entrance. The base is almost 'too secure'.

I think something like a long hallway that goes out the side of the base but holds a disadvantage, like the exit is above the water as pictured below would be a good addition. Even better if it's slopped..
Code: Select all
          ____________
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\ \   | |  |       |  | |
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       |_|__|_______|__|_|
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Postby Mirio » Sat May 10, 2008 5:57 pm

rofl before i read your post i thought thats a stick figure! :lol:
i like b5 a lot :wink:
ginseng
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Postby SavageX » Sun May 11, 2008 12:32 pm

Thanks for the proposals. Personally I'm not a fan of long hallways (this one would have to be rather long), so I opted to make laserjumping into the bunker have a higher success rate. Note the modified first post.
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