Ns_teamdm_b3

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited June 2003 in Mapping Forum
<div class="IPBDescription">now with 25% less fatteh.</div> <a href='http://www.df5jz.de/Ollj/ns_teamdm_b3.zip' target='_blank'>ns_teamdm_b3</a> Includes mayor bug.
<a href='http://www.df5jz.de/Ollj/ns_teamdm_b4.zip' target='_blank'>ns_teamdm_b4</a>
2 bugs and temp fixes:
- When the scorpian button gets pressed too often the teleporter doors can become damaged. Just run against a closed wall till it opens for 1 second.
- The exits of arena beta are buggy every 2nd time. when theyre open but shouldnt wait BELOW the door untill it opens. Dont pass it earlier.

You fight in small Arenas to steal each others points. 1 point equals 1 free resnode.
11 to win, 0 to make a fast "moving wall that crunches your base"-diet.
Rules for the game are in the .wad file, readable in the ReadyRoom.

- It has 25% less fatteh because the 4th arena (delta) is disabled for playtesting. You just wait 40 minutes till Arena Alpha opens again.
- Teleporter Doors are exchanged by Freezing Teleporters. They just make you stuck untill you teleport. Hope thats better.
- Added a visual scoreboard and other visual improvements.
That should be .res file content.


pic (and no, they dont scroll):

Comments

  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Hey, very professional score display!
    And no: that should not the .res content but the .zip content <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Sorry, but I can't playtest it. I have no i-net server and bots..well you can't kick them for not being able to read <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    ask bry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> he will be more than generous to accept it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Mad_ManMad_Man Join Date: 2003-06-13 Member: 17359Members, Constellation
    Contact me I can arange for a playtest on my server
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    new changings:
    Now im changing the walls into one big wall (bigger than siege range) and put both Spawn locations together.
    The "reset button" and the "punish button" are gone for now (not needed any longer).
    Theese changings save me ~60 of 750 entities and there is enough free space for one more arena or just larger arenas.

    Ill need 2 more entities for each arena to prevent Base rushing. Then you can only enter a base after pressing the winning button. Of course you can press the enemies winning button to loose one point and klill the whole arena just for some base rushing but this only makes sense on a well organisated team that can afford loosing one point.
    Base rushing is easy to counter with mines and webs
    Base rushing makes sense as spy with cloaking (telling whats entering, atacking empty base), thats just a fair aquivalent to scanner sweeps.
    Base rushing also makes sense when you have much res but not much resource towers, you can try to build an army to damage the enemy in a surprise attack.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
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