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Maps Media v.51, Post relevant comments here
*viKKing*
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It may no be specifically a bug, but a comment or a remark.
A mapmaker is not integrating bugs, only features.  ;)


This thread is only relevant to media v.51, as of today.
I'm of course hoping nothing serious will come out from the updated maps.

Thanks for posting anyway.
(I could do politic, I'm a perfect liar)  ;)
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Posted Aug 8, 2007, 2:48 pm Last edited Aug 8, 2007, 2:49 pm by *viKKing*
Kelaparan
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Well Vik, since you closed the 'map fix' thread there was no place to post request for map fixes :P

Anyways, please take a look at the start position for Pathway to Darkness. Luckily this time around I started behind the enemy at 69m range. Needless to say they did not even get a chance to turn around before I shredded them. Could easily have been me on the receiving end of rockets!
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vet

Posted Aug 13, 2007, 9:36 am
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"Under a Bloody Red Sky" is great, definatley one of my favourite maps, it has the most tactically "interesting" terrain for combat with a lot of places and ways to ambush, great job on that! :)

I haven't seen the other new map yet unfortunatley.
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Aug 13, 2007, 10:00 am
*viKKing*
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Thanks Alo, you are going to make my day.  :D

Quote:
Well Vik, since you closed the 'map fix' thread there was no place to post request for map fixes :P

Kela, this is intended, because all previous comments were based on "old" maps. This thread will be locked once a new bunch of maps will come out as well as fixes. I'll take a loot into the problem you mentionned.

The fix will be included with the new maps, I'm currently working on; the road between Elmsfield and Gateway, as it was requested.  :)
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*Posted Aug 13, 2007, 10:07 am
Kelaparan
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*viKKing* said:

Kela, this is intended, because all previous comments were based on "old" maps. This thread will be locked once a new bunch of maps will come out as well as fixes. I'll take a loot into the problem you mentionned.


heh yeah, but that's why I posted in the Bugs thread  B)

Quote:

The fix will be included with the new maps, I'm currently working on; the road between Elmsfield and Gateway, as it was requested.  :)


I have only played on the new maps, once or twice.  But they do look nice, particularly the farmlands one.  Heh can't wait for that road from elms to gateway open up.  Perhaps it should be a little goat trail since no one has used it in a long time :D

MAP FIX:

Oh yeah, Forever Yellow Skies (I think) seems to have a different start position than I remember.  Basically now one of the groups will start at the bottom of a valley.  There is no way to build speed before the enemy is on you; whoever is in the valley is in a world of hurt.
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vet

Posted Aug 13, 2007, 10:51 am
*viKKing*
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Kelaparan said:

Heh can't wait for that road from elms to gateway open up.  Perhaps it should be a little goat trail since no one has used it in a long time :D


Heheh, yes, the lost trail is the name.
I wouldn't recommend getting a lorry on that road.

Quote:

Oh yeah, Forever Yellow Skies (I think) seems to have a different start position than I remember.  Basically now one of the groups will start at the bottom of a valley.  There is no way to build speed before the enemy is on you; whoever is in the valley is in a world of hurt.

You can't always be on the winning side!  ;)
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Posted Aug 13, 2007, 11:23 am
*viKKing*
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Kelaparan said:

Anyways, please take a look at the start position for Pathway to Darkness.  Luckily this time around I started behind the enemy at 69m range.  Needless to say they did not even get a chance to turn around before I shredded them.  Could easily have been me on the receiving end of rockets!


It's fixed for next maps update.
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Posted Aug 14, 2007, 8:37 am
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http://img263.imageshack.us/img263/5919/stuckhr0.th.jpg

This was a gates of badlands truckstop scout and we got an ambush spawn where the DT spawned stuck in the cliff.

http://img263.imageshack.us/img263/9462/falloutfa1.th.jpg

The NPC's have a tendency to not brake and thuss end up de-cliffing themselves at that corner and I guess it should be fixed.
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Posted Aug 14, 2007, 10:04 am
*viKKing*
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Quote:
This was a gates of badlands truckstop scout and we got an ambush spawn where the DT spawned stuck in the cliff.

hmmm, will check thanks.

Edit: oops. I missed this one.
First time I'm hearing someone complaining about a NPC spawning in the wrong way.  ;)


Quote:
The NPC's have a tendency to not brake and thuss end up de-cliffing themselves at that corner and I guess it should be fixed.

Yes, Sam will check the code as soon as no one is requesting new features... oops!...  ;)
I will check again on my side.
Thanks.
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Posted Aug 14, 2007, 10:48 am Last edited Aug 14, 2007, 10:56 am by *viKKing*
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EDIT:  I mean "Scattered Grounds" not "Forever Yellow Skies"

Kelaparan said:

MAP FIX:

Oh yeah, Forever Yellow Skies (I think) seems to have a different start position than I remember.  Basically now one of the groups will start at the bottom of a valley.  There is no way to build speed before the enemy is on you; whoever is in the valley is in a world of hurt.


can we please have the position moved to the old one?  starting at the bottom of the valley is bad enough for fast cars, but I just had one with my trucks - I didn't not even attempt to climb the slope as the npcs barrelled down on me at 70+.

*viKKing* said:

You can't always be on the winning side!  ;)


Well I don't particular find it fun that my success is purely based upon random variable.  If I had direct control of the travel, and knew that there were pursuers, I would definitely choose to engage or change directions before I end up on a road between two slopes.  Given that the game does not give me direct control to exercise reasonable precautions, a neutral starting location is the most amicable option.

Forever Yellow Skies and Pathways to Darkness do not offer this currently.  Why would I have let the enemy close to 70m before deciding to do something?  Why would I have let myself into the bottom of a valley while being pursued.

If the start locations were random, that would be one thing, and the current start there in the valley could represent a bad scout roll. However, since scout roll only seems to factor opposition strength and front or back start locations, a neutral location that at least offers choice for the player would be best - since all other precautions that might have been taken are not gameplay features.  Almost all the other maps offer options.  The following do not:

Quote:
Pathway to Darkness favors the team which starts from behind - 70m distance, car rifles don't miss.  Highway to Hell used to be like this.  It was changed.  Please change the starting distances for Pathway to Darkness.


Quote:
Forever Yellow Skies.  That valley start needs to be moved; the previous start location offered greater play variety.  The current start offers very little play value.


Empirical evidence is best, so put your best guys in your best cars and start out in front of a gaggle of NPCs on either of these maps.  I guarantee you'll have some excitement.
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vet

Posted Aug 21, 2007, 6:49 pm Last edited Aug 23, 2007, 8:24 am by Kelaparan
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Presented that way I feel much more willing to do the change...

Scattered Grounds as requested then, but like Pathway to Darkness it will be pending an update: namely the Lost Trail from Elmsfield to Gateway.
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Posted Aug 23, 2007, 2:45 pm
*sam*
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Sorry vikk, lost trail to patch in asap..
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Posted Aug 23, 2007, 2:47 pm
*viKKing*
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No Sam, I still have 2 maps to finish.
Should be ok for Sunday at last.
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Posted Aug 23, 2007, 2:50 pm
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*viKKing* said:
Presented that way I feel much more willing to do the change...

Scattered Grounds as requested then, but like Pathway to Darkness it will be pending an update: namely the Lost Trail from Elmsfield to Gateway.


Thanks Vik, take a look at it when you get a chance.  Those two maps just rankle me lately sorry, there are other maps that can be nasty depending on what you drive, but Scattered Grounds and Pathway just gives you one option; hope your armor survives long enough for you to turn.

Oooo, the lost goat trail to gateway, can't wait.
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vet

Posted Aug 23, 2007, 10:09 pm Last edited Aug 23, 2007, 10:09 pm by Kelaparan
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Fixes have been sent to be integrated in next batch of patch.
Going to sleep now.
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Posted Aug 26, 2007, 11:10 pm
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Locked.
Please check Media v54 thread to report problems, etc. on maps/tracks.
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Posted Sep 2, 2007, 1:59 pm
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