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Messages - MothaGoosE

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226
mAAp Project / Re: Map Testers Wanted
« on: Wednesday, August 01, 2012, 14:42:46 PM »
Of course, if nobody cares I suppose I could just stop what I'm doing.

227
mAAp Project / Map Testers Wanted
« on: Wednesday, August 01, 2012, 10:44:29 AM »
Hey guys. As some of you may already know, I'm currently working on a 34 slot SF map. Now I feel I have reached the point where I want to make sure that gameplay is balanced before I proceed.

I am looking for no less than 33 players willing to test this map competitively to uncover any flaws with balance as well as someone willing to host the map on their server.

I will post a dropbox link for all who are interested soon.

Here's what I'm looking for from the map:

-Balance - both teams should have equal ability to win - both teams should be able to reach the Charlie building roof at the same time - both teams should be able to reach objective B at very similar times. All three objectives take 15 seconds to capture and are "back and forth" which means that the enemy can capture an objective you've captured.

-No BSP holes (Big black holes that prevent player access) There should not be any, but I'm far from perfect.

-No ways to access areas restricted to players

-Quick to get into the action and not very camper friendly (There should almost always be a way to flank the enemy if you can think quickly)

-Isn't too much of a resource hog (I have more lightmap compressing to do, but the map should be playable to you at whatever settings you usually use).

Things to consider:

This is a very early version and lacks polish. There is no briefing and no viewpoints. There are objects, windows, and other props that haven't been added yet, rooms that are empty, lights in the kitchen that come from nowhere. These are all things that I am aware of and will be addressed later.

The map's current title is SF_Contingency. If you would like more information on the mission, go here: http://aao25.com/maap/unnamed-map-wip/

228
The Lounge / Amnesia: The Dark Descent
« on: Sunday, July 29, 2012, 22:31:15 PM »
Anyone ever played it? If not, I recommend - it's scary as fuck and good fun.

229
mAAp Project / Re: Unnamed map WIP
« on: Thursday, July 19, 2012, 17:00:08 PM »
Love it except for the first screenshot; the lighting looks weird.

One tip; you have a LOT of high quality shadow surfaces, that's great but map size is probably sneaking up. On surfaces where there's no detailed shadows, set the lightmap to 256. Larger surfaces first then smaller ones (like window borders). That will make the map size smaller and use less GPU RAM which would mean more performance on lower end systems.

I've been dreading doing this for a while. I've done it for all surfaces outside the playable area and stuff you can't see, but I know I've got to go through and do a lot more. So...much...selecting...loosing...power

230
mAAp Project / Re: Unnamed map WIP
« on: Thursday, July 19, 2012, 02:18:02 AM »
Thanks! :)

231
mAAp Project / Re: Unnamed map WIP
« on: Thursday, July 19, 2012, 02:07:52 AM »
Visual update of progress so far: http://s1254.photobucket.com/albums/hh608/321goose123/Update%202/

All glass issues have been resolved, thanks Spanky. I'll post another version of the aao file soon, and ask for people's average frame rate.

232
News / Re: Upcoming AAO25.com Changes
« on: Wednesday, July 18, 2012, 20:36:04 PM »
Personally, I think it needs more cowbell. :P

233
General Chat / Re: [Pool] Running assist as super user
« on: Wednesday, July 18, 2012, 03:41:23 AM »
I've asked: would you be able to run Assist as superuser if it will be required to play AA

Only under certain security settings. In general, you don't need to do run games as administrator. If you still aren't sure, look it up on google because it's all Windows security stuff. Nothing to do with Assist specifically.

Of course, if you don't have admin privies on your computer, you're at the mercy of your parents or whoever owns the computer.

234
mAAp Project / Re: Unnamed map WIP
« on: Tuesday, July 17, 2012, 22:36:55 PM »
Fuck you too, dirtbag. :)

Haha thanks dude. I most certainly want you around when we test this shit. I want to make sure this is well balanced in all aspects.

235
mAAp Project / Re: Unnamed map WIP
« on: Tuesday, July 17, 2012, 22:24:43 PM »
Thanks!

I personally think that everyone having a pistol is more balanced, and will change awkward encounters when both people run out of ammo in a cool way.

236
mAAp Project / Re: Unnamed map WIP
« on: Tuesday, July 17, 2012, 16:50:22 PM »
Enemy skins and meshes are CivOp like in WC. :

The load outs are:
18c with 4 frags, 2 flashes, 2smokes, no incendiary, 203 disabled.
18z with 4 frags, 2 smokes (3 18z per team)
18b with 1 frag, 2 smokes, 2 flashes (2 per team)
G with 1 frag, 2 smokes, 2 flashes (2 per team)
All classes carry a pistol with 4 mags for when you can't spare time to reload.
There are 4 fireteams and one squad leader per side which means it's a 34 slot map.

Thanks and I'm glad you like it! Empty rooms ate rooms that I haven't gotten to yet.

237
mAAp Project / Re: Unnamed map WIP
« on: Tuesday, July 17, 2012, 03:35:29 AM »
*shifty eyes* uh maybe :P

That sounds simple enough. Just gonna have to invest in some bionic hands afterwords XD

238
mAAp Project / Re: Unnamed map WIP
« on: Tuesday, July 17, 2012, 03:22:31 AM »
Okay, I understand. I'm assuming that, like most things so far, I have to painstakingly go through and do this for each sheet? While I'm here, I am also having an issue with the glass emitters in the windows. When any window is broken, all glass  emitters start throwing glass at once.

I'll also look up projectors. Thanks again!

"Spanky is a man of efficiency. I just state the facts :)" Both are very helpful

239
mAAp Project / Re: Unnamed map WIP
« on: Tuesday, July 17, 2012, 02:28:44 AM »
Blue: You might be right. I've still got things to add, like vents and stuff.

Spanky: They are sheets. For some reason, they won't show over the floor when flush with it. It's probably me just being a noob, but I did intend to eventually fix it. I thought about making the gate move, but it's there to show that you can't go back there. And thanks, I just built it real quick.

240
mAAp Project / Re: Unnamed map WIP
« on: Tuesday, July 17, 2012, 00:49:43 AM »
Heres an update on the parking garage (West spawn) The inner part of the parking garage is not actually access able - otherwise it would be spawn camper heaven. lol

http://s1254.photobucket.com/albums/hh608/321goose123/Map%20Update%207-17/

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