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Post by McNite on Feb 22, 2006 3:44:04 GMT
Hey guys, after the tons of feedback and inspiration we got from the last playtest Kach and me incorporated quite some ideas (and still have a huge todo-list). Now its time for the 2nd playtest. Here are the facts: Second Playtest of Warbell[/color] day: Saturday 25th of Febtime: 4pm Texas/Winnipeg-time / 5pm NY-time / 10pm UK-time / 11pm Stockholm/Hamburg-timeserver: ]UBC[ |TheRiver| 9mapsIP: 194.105.135.3:27960pw: ask McNite on saturday playtesters: all clanmembers and others that are interested The map will STILL NOT be finished by then, and look odd in several places. Main testing is about gameplay. Major changes from maptest #1:a) the caves of the first stage got more space and a 2nd route to the breakable wall b) several roofs in the Monastery got slippery surface now c) 2nd exit from the tunnels in 2nd stage which is more covered d) a teamdoor in the Guardhouse e) Allied spawn in Monastery changed to make spawncamping not that easy f) its obvious now which spot to jump on as the last objective some inofficial screenies:The main entrance hall of the Monastery: Entrance to the caves of the first stage View in the caves of the first stage from the breakable wall
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blue
Private
Posts: 20
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Post by blue on Feb 24, 2006 13:43:41 GMT
This time, I will be there to
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Post by McNite on Feb 25, 2006 23:54:53 GMT
Here comes Der'Saidin's feedback (for some strange reason he couldn't connect to the forum:
my feedback its looking good I think you should try to make it faster the wall to teh scret room should be satchelable the side gate should be satchelable the crypt gate should be satchelable if possible, remove a couple of rooms in the monestry where you can get lost I'd say make the roof slippery in more places and with the allied spawn (in the monastery) the doorway is kind of annoying sometimes you want to go strait out but fall down the stairs everyone has spawn protect there what would happen is they'ed have spawn protect behind the wall, then when they go out slowly they'd lose it then they'd get panzared if theres no wall they could kill the panza/spread out more
McNite sagt: what about first stage?
Der'Saidin sagt: yeah, not bad I cant think of any specific improvements except make the secret room wall satchelable McNite sagt: its more diff to defend than supply2 Der'Saidin sagt: I think supply is much easier to defend, because its smaller (...) and I think axis shouldnt be able to destroy the bell
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Post by dersaidin on Mar 1, 2006 12:43:47 GMT
Hey, reason I couldnt get on forum before is my ISP was having DNS problems... I fixed mine :>
But yeah, what I already said.
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Post by McNite on Apr 21, 2006 0:14:59 GMT
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Post by dersaidin on Apr 21, 2006 8:52:56 GMT
Saw the pics on SD, latest version is looking good.
Could you mail it (or a link) to me, I'd like to see if you've made any changes to the objectives.
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Post by McNite on Apr 21, 2006 13:48:36 GMT
Hi Ders,
no we haven't so far. Only new thing with regard to gameplay is a 2nd exit for Axis from the flag room (highest level in the Guardhouse), so they don't all need to go out through the hidden room with the docs.
Since I wasn't able to come up with a real good idea for improving the Abbey buildings while maintaining the ideas on the objectives, we decided to finish everything, have more playtests and hope for either the result that the Abbey is playable enough or for enlightenment during one of the playtests ;D
Btw do you know the dotproduct2-technique?
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Post by schlauch on Apr 22, 2006 16:30:32 GMT
looks quite promising! - I'll keep myself updated when you do the next map test
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Post by McNite on Apr 25, 2006 11:06:26 GMT
Next maptest is coming soon...
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