Popular Post ChopBam Posted September 25, 2021 Popular Post Report Share Posted September 25, 2021 Keep Off The Grass This new route has opened up to the Soviet hill from the Soviet base, which should create some more accessibility to the center, and not let the Allies camp there so easily. You may also find bots using this route. When the player count is 20 or less, these rocks will exist on the furthest routes from the bases, blocking those routes. On games where the player count is more than this, the routes will be accessible again. Pipeline There are two new vehicle routes to the ridge area. This should help with traversing between avenues! In addition (and you may see this in the first screenshot), there is a walkway on the pipeline between the hut and the hill so there is less risk of falling off while running between capture points. Stormy Valley The Soviet Service Depot that was outside of the base next to the Dome is now much more front 'n center, making it easier for retreating tanks to get wrenched up. Volcano Rocks were added in such a way that vehicles can no longer climb the hill to camp it. The Soviets can rejoice that there will no longer be artillery units nor phase tanks roasting s'mores up there. Hostile Waters The icebergs will be a few [thousand] shades darker. No longer will these frosty behemoths forget that it's supposed to be nighttime. Oh yeah, they may have also received a new reflect texture. Thanks to @ GeneralCamo for that! Under There will now be some lights to brighten the tunnels. While the older textures and general tunnel shapes are still the same, now they are a bit less drab with lighting. With bots now roaming these halls, you'll definitely want to be able to see your way! 7 Quote Link to comment Share on other sites More sharing options...
Gummiel Posted September 25, 2021 Report Share Posted September 25, 2021 KOTG: Interesting with adding rocks and the sort depending on playercount. That said would there be able for if say you start up a "LAN" game alone in the client to have them removed there as an option, as you might want to try and test/practice things that includes those routes being open for instance in an environment that don't have other players actually get in the way. Also I assume you have made sure there is no cheeky way to kill the TC from that modifed soviet CY hill (completely impossible to see if that would be the case from just a SS ofc, just making sure you accounted for it) Pipeline: Very nice, that ridge always been weird to me, as it was impossible to get up to it outside of going practically back to one of the bases, yet it having one of the important oil derricks for that map, that combined with the objectives markers for any engis/techs should make the ridge a lot more lively I bet StormyValley: While I do like the idea of getting that SD more towards the front, that might be too far in the front, making it a bit too exposed and easy to destroy for the allied. I would probably suggest there moving it a bit back again (but not as far back as the current pubic one ofc), or move the defenses forwards as well to compensate it Hostile Waters: While it never bothered me really, now that you mention it the icebergs are unusually bright on that map xD Under: Totally forgot that map even existed in APB xD 0 Quote Link to comment Share on other sites More sharing options...
NodGuy Posted September 25, 2021 Report Share Posted September 25, 2021 Dynamic maps? Groovy. 0 Quote Link to comment Share on other sites More sharing options...
ChopBam Posted September 25, 2021 Author Report Share Posted September 25, 2021 1 hour ago, GummiBear said: Also I assume you have made sure there is no cheeky way to kill the TC from that modifed soviet CY hill (completely impossible to see if that would be the case from just a SS ofc, just making sure you accounted for it) Definitely no cheeky way This is something that was considered and asked of the testers when it was first introduced. There is a flame tower to the left of this position but its shots also get blocked by the terrain. It may need some more adjusting. 1 Quote Link to comment Share on other sites More sharing options...
Guard55 Posted September 25, 2021 Report Share Posted September 25, 2021 Ooh, I like the changes so far. Excited to try it out, especially on Game Night. How did you get the map to change based on player count? I don't know how map making works so I'm curious to see how that's been done. 0 Quote Link to comment Share on other sites More sharing options...
ChopBam Posted September 26, 2021 Author Report Share Posted September 26, 2021 7 hours ago, Guard55 said: How did you get the map to change based on player count? I don't know how map making works so I'm curious to see how that's been done. One of our maps, Seamist, already does something like this actually. On lower player counts, Allies start with fewer vehicles. It's easier to do now than it was in making Seamist, though. We have a new option in spawner settings to have a spawner activate or deactivate at Min/Max <defined> number of players in-game. So I set up the rocks to be spawned in with a spawner that has a maximum player count of 20, but if the count is over that when the round starts, the rocks won't spawn in. If the player count falls below 20 in the middle of the round, I believe the rocks will appear there (waiting for the area to be clear of obstacles as that's how spawners work), but it won't work the other way around (they won't disappear if player count grows). 0 Quote Link to comment Share on other sites More sharing options...
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