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  1. Hey all, Under sure is a fun map lately... if you are the Allies that is! Look at all this fire power! those communists can't even step out of their base without getting blown back to Stalingrad! And by cutting off their income we've made certain they have no hope of ever sending large scale retaliation, very clever if i do say so myself. Whats that cadet? The soviets have a cost effective infantryman equipped with an RPG that is capable of destroying our glorious fire power? THEY ARE HIDING IN THE TUNNELS RIGHT NOW READY TO STRIKE?? Oh never mind they either all died in that explosion or they had to retreat Hahaha! but you know that last attack has me thinking cadet... if the Soviets had some form of access tunnel linking from their base to the top of the hill we might actually have to do some fighting for once, those RPG troopers could actually pose a viable threat from up there! but its a darn good thing that there isn't said tunnel so instead the soviets all die horribly to our assault isn't that right cadet? TL;DR I've been noticing a sequence of events unfold in the Under map in the same manner more and more often, the total allied mechanized dominance over the center, once this stage gets reached it usually concludes in the demise of the soviets sooner or later, now the factors leading to this circumstance could range from V2s being harder to use in the small map, or to the allies advantage in terms of mechanic units repairing what little damage soviets manage to do to allied tanks and artillery, however I would like to propose a map adjustment for the dev team to mull over. The core concept is an access tunnel either leading to the top of the hill exiting like so Or a tunnel exiting to the North west end of the map near or around the watchtower area, both of these are mainly to create access points for infantry to reach the center area and contribute to the combat without being slaughtered as soon as they leave base, thus giving opportunities to attack enemy vehicles and put up more of a fight like so obviously these two access points should be accessible for both teams however I would think the paths back to their respective bases should be team locked to prevent even more infantry rush routes, anyway that is up for debate as well, but really let me know what you all think of the idea, talk about your reasoning behind why you think it's either good or bad, necessary or unnecessary, lets hear it all!
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  2. Yeah, but I'm a Tiberian Sun fanboy so the thought of TSR possibly having it is exciting.
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  3. The a-bomb is perfectly fine the way it is, and the only thing I like about your proposals is the timer scaling. If a-bombs aren't already cancelled mid-flight when a missile silo is destroyed, they should be. This gives the attacking team an opportunity to react--and honestly, if a base is completely empty due to the entire team attacking while a missile silo is still alive, it's on the team. Teamwork doesn't mean all-in, it means having players in the right places working together. That means leaving one or two behind to defend.
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  4. Hello, I'm the creator of said cancerous map. I do apologize that my creation gave you cancer, I assure you, killing you was not my intent. Nevertheless, I'll answer your bullet points with my reasoning: You came to that conclusion by looking at the map scale, but not the actual play space, and certainly not the relevant play space. The relevant play space isn't any significant amount larger than standard Tech 5 maps. The Ore Truck takes a while in order to provide an opportunity for Infantry to destroy it and have it be noticeable. If the path was short like more commonly the case, destroying a truck only delays the income less. This is proportional to the travel time. To prevent economic blackouts, the dual Ore Silo keeps the game going until a team decides to take them out... If that occurs, an economic blockade becomes a real threat, and this is how you're most likely going to win the match. So first you complain that the map is too big, and then you're asking why some space is inaccessible by normal means? You're weird. Siege once offered about double the available play space than it currently has. The castle roof and interior access were axed in order to trim down the map. A lot of play space got axed to leave mostly only the relevant play space. Initially a bonus area (map secret) made the cut, but was eventually also axed. All this axing was for this triple purpose: To utilize a smaller development budget. Creating assets to occupy space takes time. To improve performance, less areas to render means more frame rates. To streamline the map, so that players do not get lost in areas that have no meaningful impact to gameplay. The purpose of APB is to destroy the enemy base, not to play hide and seek. Adding more space simply isn't an option unless gameplay changes demanded it... In Siege's case, that is unlikely unless @Pushwall gets drunk one night and decided, in blood, that Siege needs Naval combat, for... reasons. As for ghosts... They are a byproduct of inhaling toxic gasses. You don't actually believe ghosts exists? Man up soldier, and go inhale those gasses of illusion! I happen to enjoy a good rain, especially during these hot summer days. Weather helps set the mood in a map to be sure, but rain being a cause for depression? You must be of fragile mind to get depressed by some water. You'd best avoid places like, you know, lakes, oceans, even your home water tap. A common point of feedback in APB is uninspired or identical base layout design. While the Allied base on Siege isn't really special, a bit more work went into the Soviet base layout. The result of attempting to make it stand out was the lowered War Factory, expanded base tunnel, and compact building placement. The helicopter landing pads are an extension of that idea, and makes Soviet aircraft climb while clear from the base (you don't take off in an aircraft near a building, typically, due to the hazards caused by flight malfunction), and further more, the outward layout serves as a supportive extension for an adjacent Airfield, should that be enabled on the map. Naturally I'd have put more detail into the map, but even with visibility culling, the performance is absolutely pushing the current limit of W3D. Either way, if people truly wish to remove the map, then it is for @Pushwall to decide. I delivered the level, and he maintains the entire APB project. Suffice it to say, Siege was my last "new" contribution to APB. The upcoming HostileWaters revamp is my final contribution, it always was. I feel that I've lost touch with what players of W3D games want, and it'd be a waste of my limited time to continue creating undesired assets. Whether or not this will also mark the end of my working with W3D entirely is still up for me to determine.
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  5. To add to this, none of us get paid to do this. We work for free, spending many countless hours and days of our lives working on projects to bring players like you as much fun as we can. And I say again, for free.
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  6. You know, we did have a poll on whether it should be removed from rotation a while back. Seems pretty clear cut to me. But this isn't a problem with other maps of the same size because... And due to the two ore silos, that hardly matters. I remember a game where the Allied OT was being constantly wrecked and everyone could still afford hordes of longbows. It's less a question of size and more how far the ore fields are from base (but again, two ore silos makes that less relevant). Ridge War's Allied ore field is within kissing distance of the refinery, that doesn't make it a tiny map. You're thinking of the wrong map, but I hope you can model, texture and rig the ghost medieval soldiers then. I can think of more convincing reasons why rain might be a problem (like slowdown) and the "psychological effect" doesn't seem to be an issue with the 5 other rainy maps. I've always wondered what the deal with that was myself, let's let the mapper answer that.
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  7. Looking great! I'm all for an objective map with the Soviets on the defensive. If the building is to be considered a prison as it was in TD, the Soviets could have captured Einstein and the Allies must break him free before he dies. If the building is to be considered a true tech centre, the Soviets are conducting their Iron Curtain research and must hold out for its completion while the Allies assault the base. A neat ending to this too would be at the end of the mission timer if the Soviets are successful in defending then the Soviets are given like 15 seconds of Iron Curtain at the end, playing out as an interactive cinematic such as when Seamist ends in Allied victory.
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