trying to balance Final Rage for 1on1

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trying to balance Final Rage for 1on1

Postby FraNcoTirAdoR » Sun Sep 27, 2009 4:09 pm

I have always thought that final rage is the most unbalanced stock map for 1on1 that Nexuiz comes with, so I was thinking a little, how I can alter item placement so, that the map will have a perfectly balanced layout. I didnt change most of the item spawnplaces, just swapped some things so hopefully the map will be more fun. The problems I had with the map: ALL the 3 powerups could be picked within 5 seconds, it was something like they would have been placed directly near eachother. After someone lost control it was almost impossible to get back. And the other thing was that the weapon layout didnt really force the controlling player to go deep inside the map, and the guy who was overcontrolled had really hard time to come out. Also I switched one of the 100 armor to a 50 armor since weapons got a little weaker lately.

The build is not using the nicest settings possible, the package is created only for testing and feedbacks. Also I used 2.5.2betas' .map file as a base, I hope it will work on 2.5.1 client too. Feel free to explore and i'm waiting for further ideas!

[UPDATED-09.29]link:
http://www.freeweb.hu/eudigit/final_rag ... _beta2.pk3
Last edited by FraNcoTirAdoR on Tue Sep 29, 2009 11:28 am, edited 2 times in total.
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Postby PinkRobot » Sun Sep 27, 2009 7:27 pm

I applaud these actions good sir and while you're on it, maybe you could find a way to make the hallways a little spacier because head bumping is a real nuisance there. Unfortunately all the patches in the map are in one big model file which makes it a bitch to edit (and why I never managed to complete my final_race map :P)
Now with new shiny avatar.
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Postby FraNcoTirAdoR » Sun Sep 27, 2009 8:22 pm

PinkRobot wrote:I applaud these actions good sir and while you're on it, maybe you could find a way to make the hallways a little spacier because head bumping is a real nuisance there. Unfortunately all the patches in the map are in one big model file which makes it a bitch to edit (and why I never managed to complete my final_race map :P)


Yeah i was thinking to make some little edits to make the flow of the map even better, on 1-2 places players can really stuck, like the entreance of the teleport, or the lamp in the nexes hallways, i will put playerclips there for sure.
I also noticed those models, they make editing of this map extremely hard, i might start some tiny little facelift however, like the lava or sth. But first want a nice new item placement that balances the map, and make it something like warfare, where the weight of the balance is pretty much in the middle of the map, im trying to accomplish something similar.
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Postby tZork » Sun Sep 27, 2009 8:50 pm

delete the patches model, load final_rage-patches.map as a prefab.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby FraNcoTirAdoR » Mon Sep 28, 2009 8:59 am

tZork wrote:delete the patches model, load final_rage-patches.map as a prefab.


ohh wow, thx, now i can finally try some new textures in this map
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Postby tZork » Mon Sep 28, 2009 1:33 pm

mortar, rl and nex in the same room seem like a bad idea imo.

Perhaps replacing the +100 with +50 ar pickups could be more suitable for pvp.
Also loosing the crylink and/or mg opens up a few more spots for items to play with.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby Bundy » Mon Sep 28, 2009 2:21 pm

Not sure about these changes, I didnt play it with someone, but these are my first thoughts.

- Mortar/Nex next together .... strongest ingame combo in the mainroom. This position was easy to hold before, now its even easier. Now you can safe the most effective weapons on this map in one room.

- The 50er armor is on a safe spot and also makes it easier to safe the nexgun, as you can watch directly to the nexgun from there. The old armor placement made it possible to spam the armor from the teleporter room and gave the enemy a chance to grab the nexgun while the other take the armor.

- The 100er armor placement only forces players to run over the high ground, instead of using the Teleporter from MH to Armor. And again, from there its easy to defend the nexgun. And even if the enemy can hold this room with the rocketlauncher, this armor isnt that important anymore, because of the strong mainroom.

I dont see a big chance for a comeback with rocketlauncher/mg only. In the normal version you were able to grab the mortar+mg relative safe.
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Postby FraNcoTirAdoR » Mon Sep 28, 2009 4:42 pm

Bundy wrote:Not sure about these changes, I didnt play it with someone, but these are my first thoughts.

- Mortar/Nex next together .... strongest ingame combo in the mainroom. This position was easy to hold before, now its even easier. Now you can safe the most effective weapons on this map in one room.

- The 50er armor is on a safe spot and also makes it easier to safe the nexgun, as you can watch directly to the nexgun from there. The old armor placement made it possible to spam the armor from the teleporter room and gave the enemy a chance to grab the nexgun while the other take the armor.

- The 100er armor placement only forces players to run over the high ground, instead of using the Teleporter from MH to Armor. And again, from there its easy to defend the nexgun. And even if the enemy can hold this room with the rocketlauncher, this armor isnt that important anymore, because of the strong mainroom.

I dont see a big chance for a comeback with rocketlauncher/mg only. In the normal version you were able to grab the mortar+mg relative safe.


I was looking for balance ideas exactly like this. The mortars current place isnt really good enough, I agree on that, I will experiment with the alternatives. I might switch it with mg and see how it comes out. The point was that when you know the enemy is going for the 100 armor you can often grab mortar and after you teleport up (possibly get the 50 armor because its on periferie) you can spam the old mortar area (where 100 armor is now) with mortar secondary and deal some damage. So far it worked on those 1on1 matches i played on the map. Also the 50 armors place is tricky: its put directly on the spawnpoint, so if the enemy hides at the teleport entreance and hears that you picked up the 50 armor he can immediately telefrag you :D Its really hard to perform because its hard to hide in the old RL's area, but in some rare cases it can work.
Also i will add another angle to the 100 armors place so you can shoot the armors spawnpoint directly with hagar secondary from the main room. Hopefully finally there will be a map where hagar secondary really is usable :P
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Postby Bundy » Mon Sep 28, 2009 5:17 pm

Try to switch crylink with mortar. Well, putting the mortar to the area where the mg right now is placed, is not the worst idea. But keep in mind that combos like nex/mg and nex/mortar can kill very fast because it is very easy to use them. Whereas it is not that easy to kill with nex/crylink or nex/hagar. This will weaken the mainroom a lot.

About changes on this map, I thought a lot about this topic together with kojn and the main problem were, that this can destroy the hole gameflow of this map. It is ultrafast right now. Any change can be the reason that games on this map will end up in a camping festival ...
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Postby FraNcoTirAdoR » Mon Sep 28, 2009 10:48 pm

Okey I updated the map, there were some improvements made about item placement:

- 50 armor is removed and 25 armor replaced the 25 health in the main room
- testing some new skies for the map how it would look, right now it has a dark-blueish night sky
- fixed 2 extremely extremely annoying player clipping problems on the map that were in for a while: you cant stuck now into the lamp on the path behind the nex, and also you wont stuck at the entreance of the teleport in mega room.
- mortar has been replaced, now the corridor gets more relevance where it is
- crylink has been put to its earlier place
- machinegun was put to the old crylinks place (so there is a long range weapon in the inner area too)
- lava has been replaced, still lot of work on it

link: http://www.freeweb.hu/eudigit/final_rag ... _beta2.pk3
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