kentaro • PM |
Aug 27, 2011 1:53 PM
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Kentaro
![]() Posts: 205 |
Your choice is not bad.
But please keep the link tank, which is very important is team strategy. |
wormbo • PM |
Aug 27, 2011 5:20 PM
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Wormbo
![]() Posts: 48 |
Direct connection between cores and no nodes sounds like that old Overload game type. I think it was played on CTF maps and the goal was to destroy the other team's base thingy, basically a power core.
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crusha_k_rool • PM |
Aug 27, 2011 7:52 PM
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[GSPB]Crusha
![]() Posts: 926 |
wormbo wrote: Honestly did that core look way cooler. And the maps had a very basic type of destroyable environment (altering between two meshes). ![]() ![]() |
izumo_cz • PM |
Aug 28, 2011 7:18 AM
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Non-member
![]() Posts: 43 |
How about adding a node that can be built freely (regardless of connection to cores)?
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crusha_k_rool • PM |
Aug 28, 2011 10:05 AM
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[GSPB]Crusha
![]() Posts: 926 |
Such a Node could be used to spawn automatic defense turrets for the team that holds it.
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vk__ • PM |
Aug 28, 2011 11:44 AM
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VK!*
![]() Posts: 460 |
Update;
Changes: Removed center node vehicle layout Underground sewer Use of relics Jumppads |
vk__ • PM |
Aug 29, 2011 2:30 PM
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VK!*
![]() Posts: 460 |
Changes;
Scorpion replaced by Stinger 4 Hoverboards for each team Respawn time Goliath from 30 to 60 - Badger from 15 to 30 - Paladin Core health from 12000 to 16000 (based on b4) Link turret health reduced from 1200hp to 350. Good enough. Tower and mover from side to side + shoot-up mover. New weapons - Postlayer: (shield thingy) Useful to protect sewer holes. - Nukelayer: slow spider nuke Relics: Added: Relic of health Added: Relic of radiation Change: Relic of speed respawn time from 20 to 10
Last edited by: vk__ Aug 29, 2011 3:01 PM
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thomasito • PM |
Aug 30, 2011 12:53 PM
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Thomas!to*
![]() Posts: 221 |
goliath is still too powerful and too well covered... can't you make the antenna thingy between the cores accessible? or cut some holes in the walls....
also worth considering would be to MIRROR everything to the other side, making both cores attackable from both sides which could spread the action to the whole map (and stops this badger/goliath core "defending" a.k.a. spamming.... one more thingy - when i get to the AP Painter, there is no further tricking from there, no jump pad, no wall jumps... I always have to get down into the danger zone where i mostly am crushed by some random badger or manta. ![]() |
vk__ • PM |
Sep 04, 2011 11:30 AM
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VK!*
![]() Posts: 460 |
Back again with some news!
I created another version of daybreak, called DayBreak-Q2 Totally different, Q1 and Q2 u can see as the sektor8 and sektor9 It has 2 nodes, fast-directly action with defence and attackers. Very small map. I tested it with bots and that game was so fun that i can't barely wait to see it with human players^^ Map weight is 3.44MB! Grtz, VK |
vk__ • PM |
Sep 05, 2011 2:56 PM
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VK!*
![]() Posts: 460 |
Update; Q2
Enlarged the base, new pickups like haste relic and 2 vehicles. More nodes. |