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Post by Silent_Treatment on Sept 13, 2008 7:47:14 GMT -5
Well, there are 2 issues at this point in the map... There is a sit objective at the top which activates the elevator. Then, the attackers are supposed to drive the tank onto the elevator, which starts the elevator going down to the lower level. When the tank hits the lower level (touching the obj you can see in my screenshot), 3 more objectives are revealed. The most popular glitch is that an attacker can drop down beside the inactive elevator before the sit objective is completed. This lets them get in position so that when the tank *does* reach the bottom level, they are standing right beside one of the objectives that is revealed. (these objectives are a long distance from the elevator) The other glitch (the one I was originally posting about) involves driving the tank off the side after the sit objective is complete instead of riding down the elevator. Normally, you would think this is bad for the attackers, since the elevator doesn't move without the tank on top, and the objective is inside of the elevator when it is in the "up" position. However, you can apparently drive the tank into the "solid" elevator and trigger the objective. This is more or less non-defendable and very time saving for the attackers. I would agree with most that some kind of fix should be created as opposed to just ending the map early. ST The other glitch I was talking about was were you normally take the ion tank up the objective were the defenders have the ion tank. Well if you take any vehicle and get in it, and go to the end (were the ion tank is suppose to go) there is a wall that you can drive through. I have seen this done and the person is camping the next objective (before the ion tank needs to go down the elevator). So am I correct on saying there is 3 possible glitches that someone needs to fix? oh yea, well then there is more than 3, but several solvable at once... I didn't realize that you could drive a scorp through the door at the original locked tank location. That would be one. The next would be the door at the top of the ramp, since you can drive through it to any of the next objectives. Then the ones involving the elevator and the final objectives. They just don't make doors like they used to, I suppose. ST
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Post by RadicalRom]>USK<[ on Sept 13, 2008 11:32:42 GMT -5
there is atleast 3 yes theres another map too which is glitchy but i cant remember which one. Its the one where you have to destroy the barricade with the raptors. You can actually drive through it and wait for the next ob soon as it happens bang your in a vehicle. Alright from what i know the vehicles arent there until the barricade is destroyed but still gives the attackers a few seconds head start on the next ob Did not know about this one. Hmmm, so 4 for chaos. Anything else? I would love all of these fixed at once.
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Post by ineedhelp}N{ on Sept 13, 2008 13:13:06 GMT -5
yeah its the one you know you get the levi in that your allowed to deploy to destroy the sentinels. Havent tried it myself yet on purpose (in offline mode) to see if you can get right upto the switch but i dont see any reason why not if you can get through the barricade early. Also if your on the other side of the barricade and the defending team does not know that you can go through it you can quite easily destroy it pretty quick.
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Post by Kewlude on Sept 14, 2008 1:24:07 GMT -5
Allright, working on a tweaked version of ChaosExtended I'm leaving the very first door alone since I'm not sure on policy towards it. I've seen so many let it slide and others disapprove of it so as far as I'm concerned, it's up to whichever admin is playing at the time.
Door to IonTank elevator now has proper collision, elevator has collision, last door to final obj has collision and the elevator shaft is pretty much sealed until you get halfway down Few other tweaks, some BSP retooled, some lights added
DL will be available sometime tomorrow
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Post by Silent_Treatment on Sept 14, 2008 8:33:26 GMT -5
yeah its the one you know you get the levi in that your allowed to deploy to destroy the sentinels. Havent tried it myself yet on purpose (in offline mode) to see if you can get right upto the switch but i dont see any reason why not if you can get through the barricade early. Also if your on the other side of the barricade and the defending team does not know that you can go through it you can quite easily destroy it pretty quick. This map is Ballx-)o(wnage_Final. There is also a way to get behind the next objective where there is a wall behind the sit objective. ST
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Post by ineedhelp}N{ on Sept 14, 2008 12:04:55 GMT -5
thanks silent was wondering which one it was i did try to glitch it in single player but i cant do it for some reason (the barricade objective with the raptors) but ive accidently done it before and ive heard others saying it can be done so who knows
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Post by Silent_Treatment on Sept 14, 2008 12:57:28 GMT -5
I see that ChoasReloaded has been uploaded. I'm sure that others will disagree, but I think this version is a *lot* worse than unextended. It may not have the glitches, but several things make it strongly unbalanced to the defenders.
1- At the first objectives, defenders get shock rifles at spawn. A few moderately skilled players can make crossing the bridge nearly impossible.
2- No "pit stops" on the ramp objective. With large numbers of players, this objective becomes extremely difficult, especially given the inclination of many players to not link.
Just my 2 cents. I will be looking forward to a fixed version of extended...
ST
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Post by Kewlude on Sept 14, 2008 18:22:05 GMT -5
Allright, here's the map and what I changed: rapidshare.com/files/145332106/AS-Chaos-Extended_Fxd1.zip.htmlFirst Room: Lowered floor by 8uu to fix a lighting issue. Obj door left alone, leaving that up to admins IonTank Room: retooled 3 ramps cuz they seemed to like losing collision after rebuild. Door behind Tank destination now has proper collision IonTank Elevator: Elevator column has proper collision. Shaft is sealed until you get halfway down(prevent obj skipping) additional lighting added Core Room: Door has proper collision
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Post by ineedhelp}N{ on Sept 15, 2008 6:57:55 GMT -5
sounds like a good job kewlude
Changes definetly make a difference only thing about the lift ob now is that the attackers will have to make sure a good driver gets into the ion because if they go off the side they are screwed unless the defending team destroy the ion. But that in itself i think is a bonus to defenders if the attackers do happen to drive off the edge. I would personally leave that part like that now as it does leave a bit of a challenge for attackers unless as i said a smart enough person has the ion to which they will realise they dont need to go right into the room until the switch is actually hit
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Post by binerexis on Sept 15, 2008 13:32:27 GMT -5
I see that ChoasReloaded has been uploaded. I'm sure that others will disagree, but I think this version is a *lot* worse than unextended. It may not have the glitches, but several things make it strongly unbalanced to the defenders. 1- At the first objectives, defenders get shock rifles at spawn. A few moderately skilled players can make crossing the bridge nearly impossible. 2- No "pit stops" on the ramp objective. With large numbers of players, this objective becomes extremely difficult, especially given the inclination of many players to not link. Just my 2 cents. I will be looking forward to a fixed version of extended... ST OK, so it's a little more difficult but so what? Don't people play for the challenge any more?
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Post by Kewlude on Sept 15, 2008 20:42:32 GMT -5
sounds like a good job kewlude Changes definetly make a difference only thing about the lift ob now is that the attackers will have to make sure a good driver gets into the ion because if they go off the side they are screwed unless the defending team destroy the ion. But that in itself i think is a bonus to defenders if the attackers do happen to drive off the edge. I would personally leave that part like that now as it does leave a bit of a challenge for attackers unless as i said a smart enough person has the ion to which they will realise they dont need to go right into the room until the switch is actually hit Thank ya Oh yea they'd be screwed, especially if defense has intelligent people that would just leave the tank be Of course I could have added a weak killzone to that pit so that the tank would eventually get destroyed and respawn, but not every defense player is going to sit back for however long and wait for the clock to run out
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Post by Silent_Treatment on Sept 27, 2008 17:56:05 GMT -5
Hey Kewldude, just checked out your revision and it looks great! Thanks for the work. Can we get this on the server, please? We played Chaos-Reloaded this afternoon, and I think all that were present agreed that it was a disaster. Shock rifles for defenders at the first obj is too much, especially with a lot of people on. To me, the the voting speaks for itself; back when Extended was on, Chaos got voted in constantly. Since it has been removed, I think I have seen both versions played a combined 3 times. To me, no Chaos is better than the 2 versions currently on the server. I think it sucks that one or two people put us in this situation by intentionally exploiting. Filak or whoever controls the maps: Please, I beg you, upload this new one ST
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Post by RadicalRom]>USK<[ on Oct 28, 2008 15:14:31 GMT -5
Hmmm, how did I miss the updated file hmmmm. Ok, tonight I will download and test off line. Can a few other admins download the map and test it for problems. If it works, we will get it to the boss. Thanks INEEDHELP for linking this post in another thread.
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Post by Kewlude on Oct 30, 2008 22:30:33 GMT -5
Just lemme know of any further changes that need to be made
Also been debating tossing in some custom weaps a buddy of mine made, nothing horrendously overkill, but should spice things up a little
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