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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Map Feedback » CTF Map Feedback

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Map Feedback - Bella Omega [CTF]

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 Map Feedback - Bella Omega [CTF] 
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imot
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Joined: Thu Jun 23, 2011 6:03 pm
Posts: 168
Post Re: Map Feedback - Bella Omega [CTF]
just saying, the sandstorm doesnt work for low graphics settings
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Thu Feb 14, 2013 2:50 pm
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HiRezScott

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Joined: Mon Jan 12, 2009 5:19 pm
Posts: 153
Post Re: Map Feedback - Bella Omega [CTF]
There is now a known issue where fog volumes were being disabled by low graphics settings or custom ini's. This is in all maps, but would only have been visible in buildings or structures that used volumes.

If you change your settings to medium, then go back to low, it should work for you. Players who were previously on medium or higher should be fine as well. Naturally there is a gameplay implication with this bug, and we'll be resolving the issue for everyone in a future patch. APC will be following up with more information, I believe.


Thu Feb 14, 2013 3:48 pm
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pala


Joined: Tue Jun 28, 2011 7:40 am
Posts: 896
Post Re: Map Feedback - Bella Omega [CTF]
it f*** takes same time to skii from own spawn to own base as it takes enemy to skii from spawn to your base... its redicilous. Worst part is the f*** health regen. Enemy forces have time to regen twice before you can get back there.

fix the spawns
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Thu Feb 14, 2013 4:49 pm
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pushbiscuitdeath
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Joined: Tue Aug 16, 2011 3:25 pm
Posts: 723
Post Re: Map Feedback - Bella Omega [CTF]
I noticed you left in the large bumps on the front and back of the flagstand. These force you up into the air when skiing over them at a good speed. Was this an intentional design decision or something that was simply overlooked? If you take a look at the hanger in CCR you'll see that hirez kate patched these same type of bumps by having players skii right over them with no collision. If this could be done for bella it would be great.
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Thu Feb 14, 2013 8:38 pm
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Skrrew


Joined: Sat Dec 08, 2012 12:50 am
Posts: 302
Post Re: Map Feedback - Bella Omega [CTF]
This is best map.


Fri Feb 15, 2013 4:09 am
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zzzornbringer
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Joined: Mon Jun 27, 2011 10:37 am
Posts: 589
Location: Germany
Post Re: Map Feedback - Bella Omega [CTF]
made some screenshots with some minor glitches.

forgot to take one inside the gen room. there is one hallway (the small simple square that leads intot the gen room) that when you jetpack up to the ceiling, you get stuck at some architecture. it's only in one of the hallways.

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You do not have the required permissions to view the files attached to this post.
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Fri Feb 15, 2013 6:05 am
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Greth


Joined: Mon Oct 10, 2011 2:03 pm
Posts: 979
Location: Belgium
Steam Gamer Name: Greth
Post Re: Map Feedback - Bella Omega [CTF]
HiRezScott wrote:
Quick note: We did ship Bella with a option for the sandstorms, just for you guys. When you setup custom map rotations, you should see two entries for Bella, with one labeled "NS" - for no sandstorm. You can run that one in competition. (It's the same map files loaded, but it disables the triggers for the storm).

TheEschaton wrote:
Thank you for showing me that you're taking this stuff into consideration.


Absolutely! We actually planned for a lot of story in pre-production, and it's something we are very passionate about. Unfortunately, as we shifted focus, we lost most of our development time for pure story related content within Ascend.

It remains in all elements we work on; map locations, descriptions, and the dialogue from the Diamond Sword and Blood Eagle leaders, which hint at events. All in all, it's been rather par for the course in a Tribes game. There was a lot more story planned for Tribes 1 and 2 that never found avenues to release (inside those games) for similar reasons.

Fun tidbit: The Blood Eagle announcer's name is Tomon Gast. He was actually a disgraced admiral, and out to pasture at the drydock on Cassus. During the unfolding crisis, as the Blood Eagle leadership is decimated by Diamond Sword, he suddenly finds himself in command of the largest remaining Blood Eagle force - the aging fleet docked under him. >>> Intro the map Drydock, and the Sworders playing for their treachery.


So ... Gast == Adama? :p
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Fri Feb 15, 2013 7:28 am
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blakey88


Joined: Sun Apr 29, 2012 8:48 am
Posts: 321
Post Re: Map Feedback - Bella Omega [CTF]
The terrain, its so bright and monotone and confusing its hard to distinguish
the slops and the angles. Maybe do a touch up like you did on ruins (that red glow\reflection
on slopes) that helps read the angles.


Fri Feb 15, 2013 7:45 am
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TheEschaton


Joined: Wed Aug 17, 2011 12:53 pm
Posts: 2953
Steam Gamer Name: LeadProphet
Post Re: Map Feedback - Bella Omega [CTF]
HiRezScott wrote:
Fun tidbit: The Blood Eagle announcer's name is Tomon Gast. He was actually a disgraced admiral, and out to pasture at the drydock on Cassus. During the unfolding crisis, as the Blood Eagle leadership is decimated by Diamond Sword, he suddenly finds himself in command of the largest remaining Blood Eagle force - the aging fleet docked under him. >>> Intro the map Drydock, and the Sworders playing for their treachery.


MOAR

but seriously, perhaps you'll release internal documents at some point, in some form, so your worldbuilding isn't lost?
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Fri Feb 15, 2013 10:17 am
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Gierling
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Joined: Fri Feb 25, 2011 1:56 am
Posts: 1389
Post Re: Map Feedback - Bella Omega [CTF]
HiRezScott wrote:
Quick note: We did ship Bella with a option for the sandstorms, just for you guys. When you setup custom map rotations, you should see two entries for Bella, with one labeled "NS" - for no sandstorm. You can run that one in competition. (It's the same map files loaded, but it disables the triggers for the storm).

TheEschaton wrote:
Thank you for showing me that you're taking this stuff into consideration.


Absolutely! We actually planned for a lot of story in pre-production, and it's something we are very passionate about. Unfortunately, as we shifted focus, we lost most of our development time for pure story related content within Ascend.

It remains in all elements we work on; map locations, descriptions, and the dialogue from the Diamond Sword and Blood Eagle leaders, which hint at events. All in all, it's been rather par for the course in a Tribes game. There was a lot more story planned for Tribes 1 and 2 that never found avenues to release (inside those games) for similar reasons.

Fun tidbit: The Blood Eagle announcer's name is Tomon Gast. He was actually a disgraced admiral, and out to pasture at the drydock on Cassus. During the unfolding crisis, as the Blood Eagle leadership is decimated by Diamond Sword, he suddenly finds himself in command of the largest remaining Blood Eagle force - the aging fleet docked under him. >>> Intro the map Drydock, and the Sworders playing for their treachery.


As someone who worked on the original storyline with Blake Hutchins and Dynamix way back in the nineties, and who has a fanatical level of devotion to the IP and the universe in general, I want to thank you sincerely for that. It's good to know that people care and still find it engaging.

I do hope to see that you guys explore the many facets of this grand and varied universe (Icanhaz cyberstorm facebook game plz!) and I look forward to seeing more from the Tribals, Bioderms, Empire, Cybrids, the New Terrans, Corporations, Stormkeepers, Kullrathe etc etc etc ad infinnitum.

It truly warms my heart to see this IP back among the living, it was too good, too deep, and too varied to sit on the shelf for long.


Fri Feb 15, 2013 12:06 pm
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