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Assist => Feedback & Suggestions => Topic started by: Vanoke on Wednesday, June 10, 2015, 16:01:52 PM
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(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F540%2F3nu34I.jpg&hash=c673607af7b335bba0235d1280c4530c) (https://imageshack.com/i/f03nu34Ij)
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Are you talking about something like this:
(https://dl.dropboxusercontent.com/u/464376/aac_maap/bridge_dual_spawn.jpg)
Where red is Assault and Blue is defense?
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Are you talking about something like this:
(https://dl.dropboxusercontent.com/u/464376/aac_maap/bridge_dual_spawn.jpg)
Where red is Assault and Blue is defense?
Having them this close wouldn't make much sense... Perhaps red is a set of spawns and blue is another?
In any case, he's talking about AA3 Bridge, which makes it slightly different.
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I think it actually could make sense. On AA3 Bridge, the spawns are further back (it seems anyways). Having combat at several spots on the bridge would be fun, rather than in the middle where everyone meets. This way, you have to watch your back too.
I know he's talking about the AA3 map but the AA2 overhead is easier to see.
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I think it actually could make sense. On AA3 Bridge, the spawns are further back (it seems anyways). Having combat at several spots on the bridge would be fun, rather than in the middle where everyone meets. This way, you have to watch your back too.
I know he's talking about the AA3 map but the AA2 overhead is easier to see.
Now that I think of it, it would work better on AA3 Bridge. However, since you'd see the enemy before you finished loading your weapon, it wouldn't suit the regular one IMHO.
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I like the idea too. Perhaps something of a random spawn? Like if you take a special slot, it's called the random spot slot and you could spawn at different places. Could add some more interesting gameplay then a simple bridge.
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I like the idea too. Perhaps something of a random spawn? Like if you take a special slot, it's called the random spot slot and you could spawn at different places. Could add some more interesting gameplay then a simple bridge.
On the right track here ganjaman.
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Look also to the guns , would be fine if ther was a s24 in it and 2 ar and .......pso ..... ?
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I think it actually could make sense. On AA3 Bridge, the spawns are further back (it seems anyways). Having combat at several spots on the bridge would be fun, rather than in the middle where everyone meets. This way, you have to watch your back too.
I know he's talking about the AA3 map but the AA2 overhead is easier to see.
Yes your understand it well , you can speak about chaotic gameplay the gamers in middle can make multiple choices Attack / defence/ get obj/ go to other side bridge to suprice that site.
The choice for guns/ smoke/ granades are important here we have to test that.
I also what to ask if summ maps can have 26 slots (meaby all !!!!!) i think not poolday :down:so they can jused easyer in BCD.
and also aa3 maps i puth them Always in the end becose they have more than 26 slots!! :idea: :up:
1 - AA3_Airfield 34 slots A - Retrieve the briefcase befor the enemy get it.
2 - AA3_Alley 34 slots A/B/C Secure weapons cache X-ray / Yankee / Zulu.
3- AA3_Bridge 34 slots A - Secure the main control panel.
4 - AA3_Impact 32 slots A/B Secure X-ray / Zulu.
6 - AA3_Ranch 26 slots A/B Destroy basement genarator / Attic Genarator.
7 - AA3_Shantytown 34 slots A - Retrieve the briefcase befor the enemy gets it.
8 - AA3_Stronghold 32 slots A/B/C Secure weapons cache X-ray / Yankee / Zulu
9 - Border 26 slots A - Get obj and bring home.
10 - Bridge Crossing 26 slots A - Cross bridge and escape.
11 - Bridge_SE 26 slots A - Cross bridge and escape.
12 - Dusk 26 slots A - VIP.
x-1/15 - JRTC Farm Raid 26 slots Plant explotions under tail rotor.
16 - Insurgent Camp 26 slots A - Retrieve the computer date.17 - Mountain Ambush 26 slots A - Ambush OPFOR Alpha - Bravo - Charlie.
x1/18 - Mountain Pass 26 slots A - Reach the convoy.
19 - Moutain Pass SE 26 slots A - Secure the blast site convoy,
B - Secure the tunnel convoy.
21 - [mAAp] Aztec 32 slots Kill time Terrorist Spawn
22 - [mAAp] Berg 32 slots A - Reach the hostage.
23 - [mAAp] Breakout 32 slots A - Capture intelligence briefcase,
B - Escape the compound.
24 - [mAAp] Bridge Construction 26 slots A - Cross bridge and escape.
25 - [mAAp] Bunker Crisis 26 slots A - Indentify primary weapon cache,
B - Indentify secondairy weapon cache.
26 - [mAAp] City Block 26 slots A - Secure the main control room, ore,
B-C - Serure the Cafe and the Park.
29 - [mAAp] Ice 30 slots kill time.
30 - [mAAp] Monkey Island 26 slots Big map.
32 - [mAAp] Petrol 26 slots Secure The plans, Computer date,The weapons.
33 - [mAAp] Pipeline 34 slots A - Secure the main control panel.
B,C,D Shut down Prim.,Secu., exter.
35 - [mAAp] Residence 26 slots Recover files. (but shoot all is better.)
36 - [mAAp] Rooftop 24 slots A - Escape the building.
x1/37 - [mAAp] SF Contingency 34 slots A - Secure the president`s computer,
B - Secure the shipment data,
C - Indentify illegal weapons stockpile.
38 - [mAAp] SF Office Assault 26 slots A - Secure enemy IED cache,
B - Gather enemy intel,
C - Find and question the informant.
40 - [mAAp] Square 32 slots A - Deactivate radar computer,
B - Secure Ammunition cargo.
42 - [mAAp] Urban Assault SE 26 slots A/B Secure eastern IED / Western IED
44 - Pipeline 34 slots A - Secure the main control panel.
B,C,D Shut down Prim.,Secu., exter. .
46 - Radio Tower 26 slots A - Disable the radio tower antenna generator.
B - Release radio tower aid workers.
C - Release obseration post aid workers.
47 - River Basin 26 slots Place Charges under A,B,C.
48 - SF Artic 26 slots A - Secure the convoy ( B/C/D nothing more ?)
49 - SF Blizzard 26 slots Secure radio antenna control box.
50 - SF Courtyard 26 slots Question civilian inf.- Obj - bring home.
51 - SF CSAR 26 slots A/B - Rescue the pilot / Prep the blackhawk.
53 - SF Extraction 26 slots 1 obj to bring home.
54 - SF Hospital 26 slots Vip.
55 - SF Oasis 26 slots A - Escape the Canyon.
56 - SF PCR 26 slots B - Retrieve the briefcase befor the enemy gets it
C - Get the briefcase to the Extraction point.
57 - SF Recon 26 slots A/B/C Reach the Hangar/ Hint/ Fuel depot viewpoints.
58 - SF Sandstorm 24 slots A/B/C Indentify South/ Central/North container.
59 - SF Tiaga 26 slots A/B Secure missile in northern / Southern camp.
60 - SF Village 26 slots A/B/C Indentify the Main/Alley/South munition depot.
61 - SF Water Treatment 26 slots A - Secure the Machinery server,
B - Reach the South parking lot extraction.
64 - Urban Assault 26 slots A/B Secure Eastern and Western Cargo.
65 - Weapon Cache 26 slots A/B Indentify Primary/Secondary weapon Cache
66 - Weapon Cache SE 26 slots A/B/C Indentify Primary/Secondary/Tertiary
Weaponcache.
67 - Woodland Outpost 26 slots A/B Preap and Destroy The Munitions depot.
68 - [2.8.5] Canyon 26 slots A/B/C Secure Northern/Southers/Central Objective.
69 - [2.8.5] District 26 slots A/B Secure objective Alpha / Bravo
70 - [2.8.5] Dusk 26 slots A - Capture intelligence briefcase and bring to A.
71 - [2.8.5] Interdiction 26 slots A - Secure nucllear material stack / than hold it,
B - Secure and hold suspect material stack / than hold it.
x-1/72 - [2.8.5] River Village 26 slots A - Secure Eastern water well,
B - Secure bell tower,
C - Secure mayor`s house.
73 - [2.8.5] Rummage 26 slots A - Locate and secure the genarator,
B - Locate and secure medical equipment.
74 - [2.8.5] SF Floodgate 26 slots A - Locate and question the civilian informant (redzone),
B - Disarm the explosives in the control room,
C - Disarm the explosives.
75 - [2.8.5] SF Old Town 26 slots A - Retrieve the case from the upper com station,
B - Bring the case to the lower genarator room exit,
C - Stop them from reaching the middle store exit.
76 - [2.8.5] SF Rifinery 26 slots kill time
77 - [2.8.5] Steamroller 26 slots A/B/C Secure Husk 3/ Northeast Husk 2/ Northwest Husk 4.
the maps below will be played by admin choise. ( Depence about how many players are online) and change in weapons to make this more atractive. You can also startup whit one of thise maps befor BCDay`s begins !!! :idea:
free choice 5 - AA3_Pipeline 34 slots A - Secure the main control panel ore
B/C/D - Shut down Primary/Secundairy/Exterion valve.
free choice 13 - FLS Assault 28 slots A - Capture the hangar.
free choice 14 - Headquarters Raid 16 slots A - Rescue the prisoner.
free choice 20 - Mout McKenna 18 slots A - Secure Alpha - Bravo - Charlie.
free choice 27 - [mAAp] Forest 26 slots A - Locate and secure buidlings,
B - Locate and secure boats for extraction.
free choice 28 - [mAAp] Glass Kill House 26 slots A/B - Unlock escape door / Do not let enemy escape.
free choice 31 - [mAAp] PBall 20 slots Less kill.
free choice 34 - [mAAp] Pool Day 10 slots Kill time.
x-11/free choice 39 - [mAAp] Shipment 32 slots Kill time.
free choice 41 - [mAAp] Teh Yeti`s Lair 18 slots Fun map (needs more slots! .) Kill time.
free choice 43 - [mAAp] UTO4 14 slots Kill time
free choice 52 - SF Dockside 18 slots 3 Obj.
free choice 62 - Swamp Raid 18 slots A - Retrieve documents.
free choice 63 - Collapsed Tunnel 16 slots Contain OPFOR.
free choice 45 - Pipeline SF 26 slots A - Secure the main control panel.
B,C,D Shut down Prim.,Secu., exter. .
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Very interesting idea, sounds fun bridge :) add 3 - 5 random slots ^^
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I havent played much aa3 version of bridge, but I assume that the objective is still the same. This indeed sounds interesting, but in this way it cant be assault vs defence anymore. Otherwise assaults closest group needs to kill a few guys and they can just run to goal. If objective was kill every enemy, would this be very nice improvement.
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On AA3 Bridge, I'm pretty sure there's an objective on mid tower top that you have to get before running to either end of the map. This would balance things out.
I'm all for moving a squad or two to the enemy's towers but random spawns is tricky and not something I'm good at.
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Could be done on original bridge too, to me it would make the game more fun to play
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Building a new version of AA3 Bridge now. I moved the original spawnpoints back to prevent 203 spam from the players that spawn in the enemy tower. AA3 Bridge is kind of unique in that there's side alleys to access the tower from so the players in the tower can be attacked from the front and side, not to mention the rear as well. This should make for very interesting gameplay on a full server.
It's available on Dropbox for updating once ELiZ gets a chance to push it to servers.
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Building a new version of AA3 Bridge now. I moved the original spawnpoints back to prevent 203 spam from the players that spawn in the enemy tower. AA3 Bridge is kind of unique in that there's side alleys to access the tower from so the players in the tower can be attacked from the front and side, not to mention the rear as well. This should make for very interesting gameplay on a full server.
It's available on Dropbox for updating once ELiZ gets a chance to push it to servers.
I'm just wondering where the objective is in this case? If it's still in the middle tower, then 1 team is always a lot closer to it (although if it was random spawns as in your picture it would alternate). That team has also got the other team kind of cornered pretty near to where they need to take the objective.
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I don't understand what you're saying Teddy. Half of both teams spawn in the towers on either side, they're both equal. Either team can get to mid then get back to their spawn but in doing so, they're going to run into a ton of enemy.
I honestly don't see how it would be imbalanced.
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That should be quite equal for both sides, I guess that team which ambushes one enemy group from between them, will take a lead in the game. I mean for example if both defence teams starts to run towards middle tower ambushing the enemy group between them and leaving a few guys near assault tower to slow down the main assault group, would defence be very close to win the whole round. Of course Assault can go with the same tactic. So then again, its equal.
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I don't understand what you're saying Teddy. Half of both teams spawn in the towers on either side, they're both equal. Either team can get to mid then get back to their spawn but in doing so, they're going to run into a ton of enemy.
I honestly don't see how it would be imbalanced.
Oh, so you're doing both spawns at the same time, now I get it.
Are different fireteams spawning at different location or just every other person spawns from the other spawn?
It would make more sense to have the former from a military and leadership point of view, but the latter would make sense for the gameplay dynamic you're going for.
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what about like aapg?
there you have to go with the objec/flag to the other side, behind spawn point of enemy. would be much harder to get there instead of going back to your own homebase.
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what about like aapg?
there you have to go with the objec/flag to the other side, behind spawn point of enemy. would be much harder to get there instead of going back to your own homebase.
Well, in this case, neither side to go is free. There's always enemies between you and the 2nd objective.
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i dont know if you understand me correct, nor i understand you. i try it with other words.
on aa3 bridge both teams do start at the known spawn. both teams have to go middle bridge to catch the obj. if not, they will stand back and camp until the time is over.
so when catching the obj, you have to go back to your spawn, right?
why not to go to the other side to save the obj. like on aa2 bridge? or aapg bridge?
this is my question i have, you can call it also idea :) maybe bad one, but its a question.
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Like I said, in the scenario that Spanky created :
(https://dl.dropboxusercontent.com/u/464376/aac_maap/bridge_dual_spawn.jpg)
(PS. Even though the shot is in AA2 bridge, this thread is about AA3 bridge)
With that one, when you get the objective in the middle, there can still be enemies on both sides of you since both sides spawn on 2 different locations.
For example, you spawn on the left side of the bridge, go to obj, there's enemies at the leftmost corner as well as the right side of the bridge. They spawned at both locations.
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The new version has been pushed to all servers/client.
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Like I said, in the scenario that Spanky created :(PS. Even though the shot is in AA2 bridge, this thread is about AA3 bridge)
With that one, when you get the objective in the middle, there can still be enemies on both sides of you since both sides spawn on 2 different locations.
For example, you spawn on the left side of the bridge, go to obj, there's enemies at the leftmost corner as well as the right side of the bridge. They spawned at both locations.
Did I get it right, Merlins idea was more like Capture the Flag -alike? Both teams has the same objective and it must be accomplished in enemy base? This objective here is only for assault team, defence needs only run to its base to prevent Assault accomplishing the objective?
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ronski, no i did mean the one which get the obj should not go back to the spawn, he should go to enemies base.
but i guess it is to complicated :D
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ronski, no i did mean the one which get the obj should not go back to the spawn, he should go to enemies base.
but i guess it is to complicated :D
Well isn't that exactly the same, capture the objective and bring it to enemys base? :)
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Well isn't that exactly the same, capture the objective and bring it to enemys base? :)
Well, that's pretty much what it is like now.
AA3 Bridge is Assault-Assault. Not defense-assault.
Look at the image I quoted from Spanky.
All 4 spawns are to be used at the same time while the objective (briefcase) is in the middle. You then have to take it to an exrtraction. Whichever way that is, you've still got enemies between you and the objective (unless you already killed them).
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oh, my bad. did think you can only go to your base back to extract with obj.
didnt know that.
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1 - I see 5 slots 5 & 6 and 9 & 10 and 12 from below,people need to understand this and its great. :up:
2 - Only obj now you must bring it to your own site that not good :down: :down:, change that if possible thx. :down:
3 - lol you can direct see on Radar howmany players are on ass spawns . lol :up:
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Are different fireteams spawning at different location or just every other person spawns from the other spawn?
It would make more sense to have the former from a military and leadership point of view, but the latter would make sense for the gameplay dynamic you're going for.
Half of each fireteam is at the tower. A total of 4 R slots, 2 G slots and 2 AR slots spawn at each tower.
2 - Only obj now you must bring it to your own site that not good :down: :down:, change that if possible thx. :down:
So I just need to switch the objective sides then?
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I just switched sides on the objective, hopefully I did it right. Also fixed a few lighting issues and attempted some more map optimization.
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I just switched sides on the objective, hopefully I did it right. Also fixed a few lighting issues and attempted some more map optimization.
oke i need to restart ? and ther is not one guy that likes the nois on this fire map. a little less would be better
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when the slots are closed on the server you have 2 spawn on ass and 3 normal .
in server open slots you have total 5
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oke i need to restart ? and ther is not one guy that likes the nois on this fire map. a little less would be better
Restarting won't do anything, ELiZ will update when he has time. I've already commented on the sound issue before.
when the slots are closed on the server you have 2 spawn on ass and 3 normal .
in server open slots you have total 5
What do you mean?
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Restarting won't do anything, ELiZ will update when he has time. I've already commented on the sound issue before.
What do you mean?
IN SLOTS OPEN ALL YOU HAVE 12 -5 AROUND 40 % WHIT SLOTS CLOSED YOU GOT 3-2 66 %
IN SLOT CLOSED IT WOULD BE BETTER 4-1
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What do you mean?
I would guess he opened all the slots and people spawned at various locations depending of the slots they were in. But not knowing which slot constitutes to which spawn, it might have been a bit confusing.
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Restarting won't do anything, ELiZ will update when he has time. I've already commented on the sound issue before.
What do you mean?
I don't know if this has been mentioned before, but the problem with the sounds is that they are of the class Randomsound and that class ignore the max volume for some reason, and if you can find the "real" class for doing the random sounds in AA2 we should be able to lower the sounds to a proper level.
I will distribute the newest version of the map when there is fewer players online, since it will cause a restart of all clients/servers.
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I still don't understand what you're talking about Vanoke.
ELiZ reminded me so I got curious and played around in the editor. I changed some of the sound variables and tested it briefly offline, it seems to help a lot. I changed the radius and min/max time and it doesn't sound as overwhelming as it used to.
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IN SLOTS OPEN ALL YOU HAVE 12 -5 AROUND 40 % WHIT SLOTS CLOSED YOU GOT 3-2 66 %
IN SLOT CLOSED IT WOULD BE BETTER 4-1
Maybe you should bold the next one :)
</sarcasm>
Does this mean that with a few players, when not all slots are open, there are three spots at original spawn and two spots near enemys spawn, but when all slots are open (full server), there are 12 spots at original spawn and 5 spots near enemys spawn, so the more people in server will be the more unequal the amount of players in different spawn groups will be. But I dont see what is the problem over here (?)
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It's totally equal right now. There's 4 FireTeam Squads consisting of 4 slots. 2 of those slots in each FireTeam (8 total) spawn in the tower. This leaves the other 8 plus the Commander, or whatever it's called, back at the original spawn.
Half of each FireTeam spawns in the tower. This way, open slots or not, HALF of the entire team spawns in the tower. I don't see how that's uneven or 12-5, 4-1, 3-2... I don't know where you're getting those numbers.
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I'd say 29-13
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I feel the urge to punch Ganja.
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I feel the urge to punch Ganja.
Plz don't go off topic and try to be helpful to the topic omg. What do you think about 29-13? :D
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Why on aa3 maps my fps go so down.. i think it is the problem with the bigs sounds on this maps... meybe it is posible to reduce or remove artylery and helicopters sounds.. if it heelp...
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Sounds have nothing to do with FPS. AA3 maps are optimized for a newer engine, the engine in AA2 is older and has a harder time coping with the graphics. Get yourself a computer with a fast CPU (higher GHz, preferably Intel) and that will help a fair bit.
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It's totally equal right now. There's 4 FireTeam Squads consisting of 4 slots. 2 of those slots in each FireTeam (8 total) spawn in the tower. This leaves the other 8 plus the Commander, or whatever it's called, back at the original spawn.
Half of each FireTeam spawns in the tower. This way, open slots or not, HALF of the entire team spawns in the tower. I don't see how that's uneven or 12-5, 4-1, 3-2... I don't know where you're getting those numbers.
1 - Looks like no change in obj i still have to bring it back to my own site . :( :(
2 - My idear was to have 4 meaby 5 spawn on the other site 8 Hmmmm.?? leds see how it works ,
It will be ado in the tower of the enemy :)
3 - Can we discuss about new and better gun variation in this map now ther is only R/ AR ore sf mod and we have so much diffrent choice. :rtfm:
Here the spawn slots to get on the other site...
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F540%2FcYRHzq.jpg&hash=926ecfc4901141b25ab2c8ef96c7f8fe) (https://imageshack.com/i/f0cYRHzqj)
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Commander, or whatever it's called, back at the original spawn.
It's called a Squad Leader.
No need to thank me.
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The newest version of the map has been pushed to all clients/servers.
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1 - Hooah the obj is working now in the good way.
2 - About sound on gold site team ther is no fire but you hear background nois from the other site of the bridge,
is it not possible to shute down a view fire spots that make alot nois. like in begin spawn point ther is alot fire, its nice to see but it dussent harm the game if they were away and meaby more ????
3 - This fire must also have influence on FPS.
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great job!
thanks to you all, nice team work here.
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2 - About sound on gold site team ther is no fire but you hear background nois from the other site of the bridge,
is it not possible to shute down a view fire spots that make alot nois. like in begin spawn point ther is alot fire, its nice to see but it dussent harm the game if they were away and meaby more ????
3 - This fire must also have influence on FPS.
You hear the fire from across the map? If so, I'll have a look at it.
The fire won't have much effect on FPS to be honest.
How are the ambient weapon sounds now?
As for the slots, I don't see a reason to change them. Keeping the team perfectly split seems the most fair to me and gives the most options. If you have 4 players at the tower and the other 12 at spawn, the 4 in the tower will get over-run quickly unless they run back and meet the 4 enemy in the other tower.
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About the sound you must run from burning site over the bridge to the other site now you run into non fire site but you still hear a low diep constante vibration sound. on that moment you must ask yourself i only must hear your staps and ore walk/ running.
(ambient weapon sound ) i did play this in sfmod setting so meaby you must go in sever whitout sfmod , till tommorrow midday i cant play busy for work.
I did talk about your 8-8 II 8-8 and its intresting meaby better, than my idear :)