Slated world - Picnic area spawn points

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Cheese_it!
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Slated world - Picnic area spawn points

Post by Cheese_it! »

The spawn point for node 1 (on tree island) is miles away from the node, at the foot of a cliff in the middle of a picnic area.
There is no quick way to get from the spawn point to the node or to an ammo locker (suicide is usually the only option)

This makes tree island very hard to defend for blues when red hold the other tree node; blue have to resort to flying to the node which is slower and there's the risk of being shot down en route.
Red, on the other hand, have no problems spawning directly at their tree island node. This makes the gameplay very imbalanced, whenever red attacks the tree island :(

Can the spawn point please be moved to be closer to the node?

Ta!
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Xac
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Re: Slated world - Picnic area spawn points

Post by Xac »

I second that. I've complained about it before. It's annoying when you have to hunt around for the weapon locker. :)
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Karma_geddon
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Re: Slated world - Picnic area spawn points

Post by Karma_geddon »

Same by me. Basically you spawn, you realize that you can't do anything, and you have to suicide to respawn elsewhere.
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Kenny--OMG!!
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Re: Slated world - Picnic area spawn points

Post by Kenny--OMG!! »

+1

And what's the deal with the huge ramps on this map? There are several. There's one next to that crappy spawn spot we're talking about too, I figured it would boost me out of there but it didn't work... I just fell like a dumb chicken thinking I would fly :D
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Karma_geddon
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Re: Slated world - Picnic area spawn points

Post by Karma_geddon »

Usually when you get on them with an Hellbender you should land pretty well somewhere.
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laboRHEinz
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Re: Slated world - Picnic area spawn points

Post by laboRHEinz »

Completely agreed. Just hand us a bugfixed edit of our current version and I'll replace it.
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GLoups!
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Re: Slated world - Picnic area spawn points

Post by GLoups! »

Bad playerstart104.jpg
Bad playerstart104.jpg (95.39 KiB) Viewed 12867 times
it's ugly name is Playerstart104, i've just send a fix version by Pm to Labor, i think it was a joke by the map-creator especially that there's not Hellbender hereabout.
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-FuNkY-MoNk-UK-
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Re: Slated world - Picnic area spawn points

Post by -FuNkY-MoNk-UK- »

Gloups!, you da man !!!!

This was annoying to say the least :|.
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Karma_geddon
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Re: Slated world - Picnic area spawn points

Post by Karma_geddon »

<3 <3 <3
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Pegasus
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Re: Slated world - Picnic area spawn points

Post by Pegasus »

Hey folks, short post 'cause I'm still in the middle of hell week apparently, but just wanted to take a minute here n' make a small clarification. The stupid, distant playerstart in SlatedWorld's green midsection floating isle is actually a known issue to us - like, really, really well known and for quite awhile now too. It's such a common knowledge sore thumb among editors and ONS servers' staff in general, in fact, than any improvement edit ever done to this map - and there have been a few in the last 2-3 years - has made sure to stamp it out first and foremost before addressing anything else. You can easily find proof of this here too just by looking through SpaceEngy's SlatedWorld edit thread from 2012, 7-8 entries below this one in the same subforum, where it's again the first mentioned point in a much longer edit agenda. Point is, neither its presence nor its annoyance has ever been ignored or disputed, here or elsewhere, so this isn't what's at fault.
The greater problem at work here is, whenever a newer version would be received and included in CEONSS' roster, soon enough we'd find out the hard way that the overall gameplay it delivered wasn't exactly up to snuff (usually it'd add to previous imbalances), and it would offer a play experience even below that of the previous, baseline version. Thus, inevitably we'd fret, throw our hands up and roll things back to the BigAl version, which would at least not annoy players in more fundamental aspects of the game, besides the "collateral" playerstart (at least that anyone can quickly suicide and move on from). It's always been an issue of picking the least worst among a bunch of imperfect choices when it comes to SW basically, and we too are definitely not satisfied with it. I mean, hell, if you ask me, the map could stand to undergo a deeper go-over with today's ONS standards in mind (and I offered some ideas towards enriching its usual play routine in a post in SpaceEngy's thread back then too) rather than just receiving a band-aid by way of quick fix, but we'll see what happens as the boss is already here n' handling it.

Right. Anyway, I hope this helps dispel any previously held false impressions about why SW-BigAl is still on the roster.
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