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Author Topic: mAAp v7.2 Discussion Thread  (Read 14818 times)

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Offline Alex

Re: mAAp v7.2 Discussion Thread
« Reply #15 on: Monday, January 07, 2013, 22:52:08 PM »
LOL - if only AA supported a free-for-all mode haha
Yeah. Everyone would start with no weapons and it would be a mad dash for the pool. That would be an epic map.

Offline Ganja

Re: mAAp v7.2 Discussion Thread
« Reply #16 on: Tuesday, January 08, 2013, 03:22:19 AM »
Haha would be messed up. You can't imagine the ammount of players that enter poolday and first thing they type is mod rpg ... But yeah moving rpk in pool would be perfect, fair for both teams

Offline kMx

Re: mAAp v7.2 Discussion Thread
« Reply #17 on: Tuesday, January 08, 2013, 04:10:55 AM »
Like I said in the other topic, is there a way of deleting RPK in poolday? Or put it somewhere more fair, or put 2 so it is more even?

i say leave it there , or change it to the pool to be more fair for both teams , at least they will run for it not just sit and camp

Offline inverseKID

Re: mAAp v7.2 Discussion Thread
« Reply #18 on: Tuesday, January 08, 2013, 04:26:27 AM »
But yeah moving rpk in pool would be perfect, fair for both teams
So there is a way to have weapons spawned in a certain location on the map? Say like halo for instance, two snipers spawn on each teams side on the pit. That could be pretty cool for competitive or whatnot because you would have to work to the power weapons making the round play a lot quicker.

Offline Ganja

Re: mAAp v7.2 Discussion Thread
« Reply #19 on: Tuesday, January 08, 2013, 05:51:52 AM »
Yup each side has already a mos, but blue team has rpk ....

Offline [SWISS]Merlin

Re: mAAp v7.2 Discussion Thread
« Reply #20 on: Tuesday, January 08, 2013, 06:00:21 AM »
rpk into pool, very nice.
and i would like to have 5 players more each side - so a total of 20 players :D

Offline teddy_grizzly_bear

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Re: mAAp v7.2 Discussion Thread
« Reply #21 on: Tuesday, January 08, 2013, 08:11:20 AM »
I don't know if it really is to do with the new version, but:

I've never had many Critical Errors on 2.5, but lately I have a few every day... I know the game itself features a wide variate of Critical Errors, but somehow I've got the feeling the the latest updates have made them more frequent.

Just wondering if anybody else has had this feeling?

I know you've not really changed the game much (if at all), and it's not only happening on mAAp maps. Just right now I was playing pipeline and all of a sudden I get a CE... I don't remember ever having a CE on pipeline before. (granted it was a modded server, so that could up the risk of something going wrong)
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Offline rnm410

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Re: mAAp v7.2 Discussion Thread
« Reply #22 on: Thursday, January 10, 2013, 18:00:15 PM »
I agree with this, time is being spent making maps which are, no offense, not well thought out, laggy, open, and random. Why do I want to donate to the continuing of this game? What can assure me this project will survive? I think a new moderation, call it management, system should be devised. And more critical features should be revised before adding to the game, without changing the game itself. IMO the modded servers and new maps will doom the game. Stick to your roots, its what worked before.

I've got ideas in the long term survival of this game.

I don't know if it really is to do with the new version, but:

I've never had many Critical Errors on 2.5, but lately I have a few every day... I know the game itself features a wide variate of Critical Errors, but somehow I've got the feeling the the latest updates have made them more frequent.

Just wondering if anybody else has had this feeling?

I know you've not really changed the game much (if at all), and it's not only happening on mAAp maps. Just right now I was playing pipeline and all of a sudden I get a CE... I don't remember ever having a CE on pipeline before. (granted it was a modded server, so that could up the risk of something going wrong)
« Last Edit: Thursday, January 10, 2013, 18:02:24 PM by rnm410 »

Offline Vanoke

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Re: mAAp v7.2 Discussion Thread
« Reply #23 on: Thursday, January 10, 2013, 18:21:29 PM »
for next update.
1- In cite block i hope to see more smoke granades ( 5 ) becose the open places to run
to it ,adderwise you be killed in running on the left and right of the map.
And if you are hideding on a little spot you can juse smoke  to run away.

2- Is it possible to make 2 doors in that large red building in the corner so we can run trow it to the back of the backyard for the obj. in the garden.
 

Offline Spanky

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Re: mAAp v7.2 Discussion Thread
« Reply #24 on: Thursday, January 10, 2013, 18:29:52 PM »
more critical features should be revised before adding to the game, without changing the game itself. IMO the modded servers and new maps will doom the game.

What features?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Ganja

Re: mAAp v7.2 Discussion Thread
« Reply #25 on: Friday, January 11, 2013, 06:56:44 AM »
Got a CE on poolday every 30 minutes

Offline [SWISS]Merlin

Re: mAAp v7.2 Discussion Thread
« Reply #26 on: Friday, January 11, 2013, 07:49:59 AM »
yes, same to me

Offline Spanky

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Re: mAAp v7.2 Discussion Thread
« Reply #27 on: Friday, January 11, 2013, 10:29:30 AM »
Good.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline MothaGoosE

Re: mAAp v7.2 Discussion Thread
« Reply #28 on: Friday, January 11, 2013, 10:52:53 AM »
Good.

I'm not sure what the mapper was thinking when he made this. Perhaps certain elements don't work as well in 2.5. Otherwise... Spanky had to delete the water in the pool to stop everyone from getting a critical error every time a grenade blew up in the water. That's actually the same thing that happens when you use an AGP zone info versus a regular zone info.

Offline MothaGoosE

Re: mAAp v7.2 Discussion Thread
« Reply #29 on: Saturday, January 12, 2013, 05:15:32 AM »
Spanky, I'm not sure if you intended for this to happen, but in mAAp Pipe, when I first step onto the main pump catwalk, my screen shakes like a motherfucker.

 

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