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Re: [Vehicle] Badger update

Posted: Sun 9. Feb 2014, 23:55
by Pegasus
MrPenguin wrote:So, are we going to get BadgerMeUp on the map roster then :D
You know, one of the quickest ways to ruin a good map is to steamroll all over a previously carefully chosen loadout configuration by setting anew every factory to crank out a single type of vehicle (already available for stock vecs via the built-in Vehicle Arena mutator, btw) on the misguided premise that this is what's required for the map to have a "theme" or that everyone's playstyle incorporates said vehicle and, therefore, by forcing only it maximum gameplay potential can be achieved. It's been already tried with TankMeUp, ScorpMeUp, BadgerMeUp and MinoMeUp edits of popular maps of course, and the results invariably delivered monotonous and nuance-neutered gameplay. For the diehard duelists among you with little experience on this particular issue, just imagine your NV maps with only shock or flak available from the lockers - now also imagine you're not shomboing zealots or spam monkeys, because that's also part of the hypothesis :p. See the problem now? Equally misguided IMO is the notion of quality improvement solely through custom code that randomizes all of a map's vec factories, because screw evolved design principles, forethought, playtesting or planning - dumb luck knows best, right?

Long rant short, I wouldn't expect to start coming across any "BadgerMeUp" edits or others of a similar streak from here on out on CEONSS. What you can expect though, is for newer versions of good maps to start including Wormbo's fixes to their badgers after a grace period's while.

Re: [Vehicle] Badger update

Posted: Sat 22. Feb 2014, 12:58
by MrPenguin
Well, that map does have lots of different badgers on it