After some quick preliminary testing by laboRHEinz and me, SP5 has been uploaded to the server. Here is a download link for those who would like to grab it before getting it from the redirect:
http://tarantola.alexandre.free.fr/CEON ... eep-SP5.7z
Changes (to match more or less laboRHEinz's idea depicte above):
- New nodes, with associated weapon lockers and playerstarts
- New node setup taking the new nodes into account
Some issues may have slipped in or some gameplay problems we have not foreseen can appear.
So feel free as usual to post your feedback.
If nothing is wrong, then next version should use the Wormbo's special nodes/link setups to adapt to lower player counts.
Grendelkeep -> post your feedback
Re: Grendelkeep -> post your feedback
Here is SP5w which uses Wormbo's special nodes. Not necessarily to be put on the server as I consider it experimental:
http://tarantola.alexandre.free.fr/CEON ... ep-SP5w.7z
People who want to test it, need to get the following file:
http://www.koehler-homepage.de/Wormbo/d ... cials2.zip
and put it in their System folder.
You can cycle through the 3 display mode of the node beacons by enterering ShowNodeBeacons in the console (ShowNodeBeacons 0 will give a "traditional" display).
Right now its only real use is to have the node sphere (the X in a circle above the node) of two of the new nodes (the ones in the room in front of the core) let player pass through them.
This way, players cannot camp on the sphere. Although I am not really sure if that would happen and if that would really matter if it happened
.
I have experimented a bit and unfortunately it seems that MinPlayerCount is only considered at the beginning of a match, so if a node is removed or not depends on the player count when the match starts and not how it evolves during the match. :problem:
I will ask Wormbo for confirmation.
I will also ask him if there is a way (I don't think there is right now) to have the node beacons behaviour defaulted to either the mapper or the admin. or the player's preference.
One thing that could be done now with the special nodes is to use one node (the middle one?) as a count down, ie that would behave like those in UT3, in other words, if you hold the node long enough (60 seconds by default) it will damage the enemy core (25% by default I believe).
Not sure that the map really needs that but it is a possibility that I think it worth mentioning.
Otherwise, this made me realize that the nodes don't have names and I must admit I lack a bit of inspiration on that point. Right now, there is the Middle node and that's all
.
If anyone has ideas, feel free to suggest. Otherwise, I think I will try and do my best with things like "East stairways node" and "South underground node".
http://tarantola.alexandre.free.fr/CEON ... ep-SP5w.7z
People who want to test it, need to get the following file:
http://www.koehler-homepage.de/Wormbo/d ... cials2.zip
and put it in their System folder.
You can cycle through the 3 display mode of the node beacons by enterering ShowNodeBeacons in the console (ShowNodeBeacons 0 will give a "traditional" display).
Right now its only real use is to have the node sphere (the X in a circle above the node) of two of the new nodes (the ones in the room in front of the core) let player pass through them.
This way, players cannot camp on the sphere. Although I am not really sure if that would happen and if that would really matter if it happened

I have experimented a bit and unfortunately it seems that MinPlayerCount is only considered at the beginning of a match, so if a node is removed or not depends on the player count when the match starts and not how it evolves during the match. :problem:
I will ask Wormbo for confirmation.
I will also ask him if there is a way (I don't think there is right now) to have the node beacons behaviour defaulted to either the mapper or the admin. or the player's preference.
One thing that could be done now with the special nodes is to use one node (the middle one?) as a count down, ie that would behave like those in UT3, in other words, if you hold the node long enough (60 seconds by default) it will damage the enemy core (25% by default I believe).
Not sure that the map really needs that but it is a possibility that I think it worth mentioning.
Otherwise, this made me realize that the nodes don't have names and I must admit I lack a bit of inspiration on that point. Right now, there is the Middle node and that's all

If anyone has ideas, feel free to suggest. Otherwise, I think I will try and do my best with things like "East stairways node" and "South underground node".
- laboRHEinz
- Administrator
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- Joined: Fri 4. Sep 2009, 14:28
- Description: Old Fart
- Location: Hamburg
Re: Grendelkeep -> post your feedback
Now that's really cool! Thanks again.
I'll have a look at it this weekend.
Edit:
ok, I just looked at it: Tbh, I didn't find the "X" you mentioned
Could you explain that a bit to an old fart like me? :-D
In my opinion the currently available SP5 version is really playable; very fast gameplay, neither camping nor standoff issues anymore. I'd prefer to let it as it is and wait a bit till it's been played several times. Maybe then we could tell whether it has to be improved or not - and in which way.
Anyway, thank you for the edit :-) Btw, there are other maps regularly leading into overtime e.g. BitchSlap. Maybe this could be handled by replacing the two middle nodes with countdown nodes (-> core damage). Yet with balanced teams it's pretty hard to hold those two nodes, even for 10 seconds ;-)
I'll have a look at it this weekend.
Edit:
ok, I just looked at it: Tbh, I didn't find the "X" you mentioned

In my opinion the currently available SP5 version is really playable; very fast gameplay, neither camping nor standoff issues anymore. I'd prefer to let it as it is and wait a bit till it's been played several times. Maybe then we could tell whether it has to be improved or not - and in which way.
Anyway, thank you for the edit :-) Btw, there are other maps regularly leading into overtime e.g. BitchSlap. Maybe this could be handled by replacing the two middle nodes with countdown nodes (-> core damage). Yet with balanced teams it's pretty hard to hold those two nodes, even for 10 seconds ;-)
Re: Grendelkeep -> post your feedback
Why is this map no longer available?
Re: Grendelkeep -> post your feedback
Because it's not ONS.
Also, La Sinistra. Always La Sinistra.
Also, La Sinistra. Always La Sinistra.
Eyes in the skies.

Re: Grendelkeep -> post your feedback
It has nodes but no vehicles so i´d say its ONS but NV xDPegasus wrote:Because it's not ONS.
Also, La Sinistra. Always La Sinistra.
Thought it was a good one, though much flak spam was going on
btw what you mean by "La Sinistra"?
Re: Grendelkeep -> post your feedback
Maelstrom is ONS regardless of vehicles, and so is Katharos. Grendel isn't ONS just because it has nodes. And yes, the constrictive, frequently flak/shombo-spammed cavern geometry didn't help with gameplay quality either. It can be a fun map if you got the right, small crowd looking to get their brief dueling jollies on, but that's the exceptional scenario and not the rule, esp. in a >24p filled server; in most other situations it bogs down to a laggy mess and that's on the fortunate case that teams do end up being balanced. Dropping Grendelkeep in the end was simply a value judgement call, I believe.N4rkoT1k wrote:It has nodes but no vehicles so i´d say its ONS but NV xD
Thought it was a good one, though much flak spam was going on[...]
Just a joke. I've often called Elect Silvio 'cause he's a horny italian (:p) and, as ever, it's always the Left's fault when it comes to stuff going down that Silvio doesn't like.N4rkoT1k wrote:[...]btw what you mean by "La Sinistra"?
Eyes in the skies.

Re: Grendelkeep -> post your feedback
I dont see the problem...Pegasus wrote:Because it's not ONS.
What should I offer in order to get it back?
You bloodyPegasus wrote: Also, La Sinistra. Always La Sinistra.


-
- Posts: 258
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- Description: Not related to Power-Cores ;)
Re: Grendelkeep -> post your feedback
It's like in the supermarked, where you have bought ultimately tasty chips for years, and now you must find that they "released" a very disgusting new sort named "funky potatoe" (or so) and replaced your wonderful favourite chips with it^^.
Re: Grendelkeep -> post your feedback
Genau!RottenToTheCore wrote:It's like in the supermarked, where you have bought ultimately tasty chips for years, and now you must find that they "released" a very disgusting new sort named "funky potatoe" (or so) and replaced your wonderful favourite chips with it^^.
Please, dont force me to open a petition for that