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Messages - aao25.com

Pages: 1 [2] 3
16
mAAp Project / Re: City Block Map
« on: Wednesday, August 05, 2015, 10:21:15 AM »
did you fix some of the FPS issues?

17
Events / Re: Scrim cup
« on: Tuesday, August 04, 2015, 11:16:31 AM »

18
News / Re: 3 maps has been updated today.
« on: Monday, August 03, 2015, 16:53:20 PM »
More updates are on the way as soon as we finish them. District is not yet done.

Cool!  ;)

19
News / Re: 3 maps has been updated today.
« on: Monday, August 03, 2015, 15:37:57 PM »
what about the district updates?

20
Events / Re: Scrim cup
« on: Monday, August 03, 2015, 12:42:01 PM »
is this just going to be for EU?

21
Events / Re: Scrim cup
« on: Friday, July 31, 2015, 10:48:59 AM »
have you thought about trying to bring back the AA Draft again?

22
Feedback & Suggestions / Re: Spawn Point Revolution
« on: Thursday, July 30, 2015, 16:17:45 PM »
Its not random as in random spots on the map, the maps would stay the same, only the side you played would be random. Changing from Assault <-> Defense.

23
Feedback & Suggestions / Re: Spawn Point Revolution
« on: Thursday, July 30, 2015, 09:41:24 AM »
Maybe lets go 1 step at a time. See if we can get random spawns working. Then we move forward from there.

24
Feedback & Suggestions / Re: Spawn Point Revolution
« on: Wednesday, July 29, 2015, 15:57:14 PM »
I believe that was the idea - to have people play both sides. It's like the "switch side in the middle of the match" idea, except it's more random.

correct. I'm not saying change the position of the spawn points, those would remain the same, just one round you might be on Defending and the next you would be Assaulting.

25
Feedback & Suggestions / Spawn Point Revolution
« on: Wednesday, July 29, 2015, 15:04:18 PM »
Heres the idea if its possible lets make all maps have random spawn points as in side ( Defense/Assault ).

Take urban assault for example, you wouldn't know if you were assault east or assault west until the round started. I think this dynamic would make the matches more fair, and make teamwork more of a value because you would never know which side you were going to start on.

If we could make it so each side was played the same amount of times we could run it on assault/defense sided maps. Example, if a server had 10 rounds, you would play 5 rounds on assault and 5 rounds on defense, you just wouldn't know the order in which you were playing those rounds.

The only outlier would be VIP maps, unsure how this would work since on side has the "VIP" slot.

Whats your thoughts on this?

26
General Chat / Re: Help me out for the better!
« on: Wednesday, July 29, 2015, 00:17:30 AM »
dont run and gun. AA is a slow game  :up:

27
AA3 Maps / Re: District
« on: Tuesday, July 28, 2015, 15:46:27 PM »
Going through the editor real quick, there's a TON that can be improved on this map. There's excessive detail outside the map and I'm willing to bet that a fair amount of optimization can be done without sacrificing detail inside the playable area.

here we go! productivity!

28
AA3 Maps / Re: District
« on: Tuesday, July 28, 2015, 15:04:11 PM »
Well thats what i mean, when converting make them work for our engine. I know this would make the conversion time take twice or three times as long, but it quality > quantity.

As far as District goes, look at this



I think that can be cleaned up a bit?

29
AA3 Maps / Re: District
« on: Tuesday, July 28, 2015, 14:40:05 PM »
Compare District to PCR, PCR = 90 FPS / District = 20

I just don't understand how a smaller map can be so large that it has that big of an effect on users gameplay.

Nobody's forcing you to play the map.

This is the standard, I'm lazy and don't want to do anything response around here. People like the map and want to play the map.  People have a hard time due to the extremely low FPS. You should be happy that people take the time to help you improve and give feedback.

30
AA3 Maps / Re: District
« on: Tuesday, July 28, 2015, 14:33:31 PM »
lol, but seriously, i mean if your going to convert maps, why not take the time and make them playable.

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