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TOPIC: maps proprosals

maps proprosals 01 Jul 2015 12:03 #51001

Millenium Falcon final*
110 Factory
italyremake
Industry
Chateau Voilegarde
Breakout
Bergen
Wolfsrudel
Secret Bay
MML Helmsdeep
Nachteinbruch final*
Berserk
glider
Darji 2
Pipeline Refinery
Raw Castle
warehouse
Mitchell Down
Rommel
Pantherbase
1944 Siegfried
convoy
AE Wizerness (runs great on kw)
D-Rush also good on kw
Great Pyramid (we have a fixet version there runs on nq)
Minas Tirith (a lot of people like it, but i am not sure it it works well on kw) dj must be on then.


And if some maps are bugged in fureture or are always getting voted out or are bugged remove them.

Also maybe start to find out why kw lag for so many players and fix it. We lose players becourse of lag.
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maps proprosals 01 Jul 2015 14:41 #51003

you seem to have forgotten baserace =D
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maps proprosals 01 Jul 2015 16:40 #51004

rofl :)
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maps proprosals 01 Jul 2015 18:39 #51005

There's a thread dedicated to this topic. All posts out of that will be ignored.
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maps proprosals 01 Jul 2015 20:47 #51009

how hight up in your ass is the head ?
I took my time to find some maps for the server and this is your answer omg. I believe i will stop here before I explode. you grrrr XXXXXXXXXXXXXX
Topics in Category: Server, Maps, Statistics
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maps proprosals 01 Jul 2015 20:59 #51010

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maps proprosals 13 Jul 2015 22:27 #51065

Hi,

at

http://physik-skripte.de/dateien/mlb_daybreak_short.pk3

you find a version of mlb_daybreak modified by an ugly troll, aka me.



The map mlb_daybreak is a very nice map from the technical and game play point of view. The only problem is, that on kernwaffe allied do not like the map too much, because they are constantly in the defense, and practically always lose when teams are somehow balanced. On average, the map timer shows about 15 min left when axis has blown the rocket. That is a huge lump of time.

When playing without enemies, one can complete the map in about 15 minutes. The total map time is 40 minutes. Thus, allied must delay the axis advance by about 25 minutes. Basically axis can still win, when coming half an hour too late to the match. In a 6vs6 this maybe the right balance, as the axis team maybe have 1-2 engineers, and if they are dead, the respawn time hurts a lot. However, in a 20vs20 game with 5+ engineers charging to the tank, axis advance is accelerated by sheer player number.

Thus, in the map version mlb_daybreak_short, downloadable above, i cut the map time down to 28 min, thus allied only needs to delay axis by about 13 minutes. Basically, axis now has only half the time to poke their noses instead of attacking. Note, on average that should be still enough time for axis to win, thus, allied cannot be relaxed.

Further, allied got a little more offensive potential by gaining an outside spawn at the map end, that is nice for annoying these axis, however, it decreases the allied defense potential on the rocket as people go missing. Thus, that's more for allied player fed up to always defending, not really a big map advantage.

And at last, allied spawn time is reduced from 20 s to 18s. Note, that speeds up respawning on average(!) by 1s, not by 2s. Or in other words, if you die 30 times on the map, you get a time advantage of 0.5 minutes. Also that should not be a game breaker, but it should prevent that allied sometimes have to stare for 20 s on their monitor...



All changes compared to the original map are:

- SK zones from old mlb_daybreak implemented

- Disabling of mlb secret room from old mlb_daybreak implemented

- Reduce allied respawn time from 20s to 18s

- Set initial timer to 15min instead of 25min

- Time extension after tank breached "ancient castle wall" +5min
(thus total of 20min instead of 30min)

- Time extension after tank breached "base entrance gate" +3min instead of +5min
(thus total of 23min instead of 35min)

- Time extension after axis have blown the "generator" +5min
(thus total of 28min instead of 40min)

- After blasting the "dam access gate", allied reinforcements can spawn at the fortress entrance, i.e. in the back of the axis front

Maybe we could try the modified map version sometimes...


BTW, if you want beta testing, to start a custom map in windows, make a short cut to
"C:\Programme\Wolfenstein - Enemy Territory\ET.exe" +set sv_pure 0 +set developer 1 +set g_gametype 2 +g_scriptdebug 1 +devmap mlb_daybreak_short"

CU Bad.Santa
exp[I*Pi]=-1
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maps proprosals 20 Jul 2015 02:44 #51095

Oh, how did I miss that?

Sounds like a really good thing. We will definitely have a look at this one and most likely will test it on the server. Most likely means, we'll do it unless we should find any mistakes which is most unlikely of course!
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