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Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby torus » Wed May 14, 2008 5:23 pm

SavageX wrote:Slowing down the escapes a bit is a desired effect of the new design. Hunting down a flag carrier is great fun, but was pretty futile with the old design.


Notice that you can still escape at ultraspeed if you e.g. laserjump into the new portals. Plus you now have two escape sides (left/right). And of course getting into the base is easier now and defense has to cover a bigger area (it's now not sufficient anymore to cover the main entrance), so the escape for sure needed a redesign.

I'm pretty sure skilled players will have similiar capture times compared to the old versions, perhaps a second or two slower.


Overall, I like it. I think you handled the ledge on the bunker well, and the tele's in the bunker are awesome. I have 2 suggestions- make the underground area not only bigger (higher ceiling, longer, wider), but have the player teleport in at one end, and have to make his way to the other end of that chamber. Second, maybe put in some columns similar to the top area. so...


Image

Dunno, maybe a bad idea. I just don't like how small and cramped the current one is.
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Postby Dokujisan » Wed May 14, 2008 6:16 pm

I'd like to see how this is played out in game. I like that you added a new way to get into base, but I don't like that it is with a teleporter (or two). I'm generally not a fan of teleporters or jumppads used as entrances/exits into or out of a base. I was hoping for just another opening, perhaps above the current one, or maybe -z-'s idea of a hallway entrance to the side.

I'm not sure what to think about the bottom room teleporter exit. For a moment, I though that it makes the escape even easier for the flag runner because they can EASILY rocket jump through the teleporters now that it's positioned vertically and close to the ground, and they can ALSO pickup some megahealth before they make the jump. But then the fact that there is a grate above the room makes it possible to shoot town through the grate to stop them, and someone can just camp that room the whole time. So maybe it balances out? Hard to tell.
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