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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 - CTF Raindance

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 Map Feedback - CTF Raindance 
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FelixTG
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Joined: Mon Mar 01, 2010 1:11 am
Posts: 2245
Post Re: Map Feedback - CTF Raindance
Subject: Raindance returns @ PAX East

Cyberlink wrote:
http://static.photobucket.com/player.sw ... EO0046.mp4
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Sat Apr 07, 2012 9:08 pm
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LHeureux
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Joined: Tue Dec 06, 2011 8:35 pm
Posts: 349
Post Re: Map Feedback - CTF Raindance
FelixTG wrote:
Subject: Raindance returns @ PAX East

Cyberlink wrote:
http://static.photobucket.com/player.sw ... EO0046.mp4

THE FLAG IS ON THE TOWER. THE FLAG IS ON THE TOWER.

AWESOMENESS ALERT
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Sun Apr 08, 2012 3:50 am
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Signod


Joined: Sat Jan 16, 2010 12:54 pm
Posts: 6
Post Re: Map Feedback - CTF Raindance
I played this map @ pax and it has some incredible possible speeds

High hills make sniping location based, a sniper cannot just cover offense and defense perfectly as they can in say, katabatic

It also allows some wicked pathfinder routes, i saw someone hit 669 or so in the game i was playing

It does suffer from problems that may or may not be intentional


There is only a 30 degree angle to either side of the flag stand that is actually viable for capping

There is NO FAST back to front or front to back

You can kind of do the floaty back jump that is possible in arx novena to get an odd angle but its really not worth it as the area around the flag stand is open as hell for a long distance, easy snipe

(A possible soulution to this is to taper the edges of the buildings behind the flag a bit, to make them more pointy, allowing a skilled capper to get a back-to-front angle)

I feel like speed capping on this map with the current DMB Shield wall is going to be hard, making the generator far more important, again, it remain to be seen if this is intentional or not


A quick bug i found so i can go to sleep, if you hit the flagstand at the right angle it will literally rocket you straight into the air

I thought this was a feature at first because i saw it happen two or three times then i talked to hirez kevin i believe and he said it might be a problem with the flagstand mesh, im reposting it here to remind you guys so i don't get blown up when the map releases publicly =P


Edit:

Okay so im awake now, This flagstand bounce thing was actually kind of amazing, i dont kno if there are any live videos of it, but quite a few people got shot way high into the air when i was watching, it was hilarious

This terrain problem is interesting though, i wonder if having a flag stand bounce you like that on purpose may provide an additional reason to have a generator

I wonder if the hirez guys though of adding an extra base building that shields all of the equipment so that it stay up longer

For example, not a shield that has 400000 HP, rather a sheild that reduces oncoming damage by a set amount (20%), and that could also apply to players standing right next to the turrets

This would turn a direct hit on a turret from 1300 to 1040, its not huge, but its tweakable


Ill add more that i found tomarrow
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Last edited by Signod on Mon Apr 09, 2012 11:52 am, edited 2 times in total.

Mon Apr 09, 2012 12:36 am
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LocutusHUN


Joined: Tue Jun 28, 2011 1:18 am
Posts: 23
Post Re: Map Feedback - CTF Raindance
WAT?

NO MISSILE TURRET? :(


Mon Apr 09, 2012 9:39 am
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gothaggis

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Joined: Mon Jan 19, 2009 8:09 am
Posts: 535
Location: Baltimore, MD
Steam Gamer Name: Got Haggis?
Post Re: Map Feedback - CTF Raindance
yes, the same thing happened to me at pax, had high rate of speed, I believe I hit the tower a bit, then ejected straight up - we've seen this sort of bug before, so it's probably the same thing (collision, etc)

From the few times I played it at PAX, I came away highly impressed at this remake. The only criticism I can think of right now is the prongs that were added to the top of the base - they screw up some possible routes because you have to avoid them...but perhaps that was the reasoning for putting them there in the first place.
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Mon Apr 09, 2012 9:03 pm
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Armoredphoenix
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Joined: Wed Dec 29, 2010 11:59 pm
Posts: 844
Location: Kansas
Steam Gamer Name: Armoredphoenix
Post Re: Map Feedback - CTF Raindance
gothaggis wrote:
The only criticism I can think of right now is the prongs that were added to the top of the base - they screw up some possible routes because you have to avoid them...but perhaps that was the reasoning for putting them there in the first place.



Kate/kp was there a reason those were added?
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Tue Apr 10, 2012 11:56 am
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HiRezKP

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Joined: Sun Jun 07, 2009 12:32 am
Posts: 139
Post Re: Map Feedback - CTF Raindance
They were added to add visual interest to the base structure.
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Tue Apr 10, 2012 12:14 pm
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Armoredphoenix
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Joined: Wed Dec 29, 2010 11:59 pm
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Location: Kansas
Steam Gamer Name: Armoredphoenix
Post Re: Map Feedback - CTF Raindance
HiRezKP wrote:
They were added to add visual interest to the base structure.


*Note I have not played the map yet*
Thanks for the quick response, they are definitely interesting, and I'm curious to see how they will used in future games. (ld/turrets)I personally would prefer if they werent there, but I'm eager to play the map and find out.
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Tue Apr 10, 2012 12:47 pm
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Cuztom


Joined: Thu Sep 15, 2011 1:09 pm
Posts: 105
Post Re: Map Feedback - CTF Raindance
EvanVolm wrote:
Image



Wait, what? What is that 2nd pic? Russian Tribes 1? Where is it from?


Tue Apr 10, 2012 2:01 pm
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EvanVolm
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Joined: Sun Jul 19, 2009 12:57 am
Posts: 489
Steam Gamer Name: Fixious
Post Re: Map Feedback - CTF Raindance
I imported the original Raindance heightmap into UDK. The structure is just a placeholder.
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Tue Apr 10, 2012 4:58 pm
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