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Barnacle Bay

 
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anonymousity
Stealth's Wench
Stealth's Wench


Joined: 14 Mar 2005
Location: Scurvy Cove
PostPosted: Wed Jan 21, 2009 2:15 am 
Post subject: Barnacle Bay
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Tested this map with a bunch of people tonight, good fun Smile Map is designed to be a continuous push map, like a tug-of-war. The battle should be raging mainly on the bridge, then move to the beach and to the rampart up to the top fortress on either side. Shit I noticed, please add to the crit:

Pros:

-Middle works well. I love shooting through the middle river fort at people advancing.

-Overall layout works.

-Fort covers the flags well.

Cons:

-When the back flag gets capped behind your back, it really fucks up the map. The top forts need a sense of security, so I'm planning on taking out their secret entrance.

-People don't use the side spawns, though this may change with more players.

-Map can end quickly, though this is a problem with the fort being easily snuck upon.

-Some parts feel very empty, especially in front of the lower forts.

Comments, suggestions and fuck you's? Heres the latest version: http://downloads.ctpirates.net/Barnacle_Bay.rfa
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Wang Chung
Elite
Elite


Joined: 13 Mar 2005
Location: Virginia Tech
PostPosted: Wed Jan 21, 2009 2:16 am 
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Pros: Shiny

Don't forget to move the ammos by the front of the bridge - that just gets silly. Also, the cannons on top of the river fort. And the double ladders.
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Nugget
Hax0r
Hax0r


Joined: 13 Mar 2005
Location: with yarrr wench
PostPosted: Wed Jan 21, 2009 12:52 pm 
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Pros:

I can glitch into many things and kill everyone Smile
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anonymousity
Stealth's Wench
Stealth's Wench


Joined: 14 Mar 2005
Location: Scurvy Cove
PostPosted: Wed Jan 21, 2009 12:57 pm 
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Yeah nugget you have a uncanny ability to get inside fucking any static. You gotta show me the ones that are glitched sometime.
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Nugget
Hax0r
Hax0r


Joined: 13 Mar 2005
Location: with yarrr wench
PostPosted: Wed Jan 21, 2009 1:04 pm 
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Basically if two statics have a certain distance between them (not too far away and not too close) you can use them to get inside each other. Although you can sometimes use a slope in the terrain to achieve the same thing.
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Erwin Rommel
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Joined: 02 Aug 2005
PostPosted: Wed Jan 21, 2009 3:07 pm 
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I have mixed feelings on back entrance. It's a bit of a paradox as to whether you should keep it.

For CQ, you want a well-defended fort to be nearly impossible to take (it is a fort after all), so removing the back entrance is a good idea. This gives it more of a "push-map" feel

For CTF, you need people to actually be able to take the flag, so the back entrance is a must. Thus you want a back entrance. Look at a map like IE, where both flags have two cap routes to discourage camping.

Now, if someone is willing to code a rope ladder as an indestructable, immobile, and climbable PCO, you'd be in business since you could make that only spawn in CTF. (Actually, that shouldn't be too hard to do. Hell, I could probably make it work in a day or two. Making it climbable would be the hardest part for me. USAF would surely be much quicker. Razz)

******

Also, I'm suprised no one has mentioned anything about the falconet yet. That thing is totally lethal. Many people said it was overpowered last night.
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Messy Recipe
El Gran Capitán
<b>El Gran Capitán</b>


Joined: 13 Mar 2005
Location: Inter Veritates
PostPosted: Wed Jan 21, 2009 3:13 pm 
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You don't even need to make it a PCO. You should be able to simply remove the entry from StaticObjects.con and place it in ObjectSpawnTemplates.con for CTF instead.

Alternatively, you can actually make an object spawner spawn a static. It won't disappear upon round restart but in this case that's okay. Though previous method is still prolly better so you don't end up with two overlapping or something.
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Messy Recipe
El Gran Capitán
<b>El Gran Capitán</b>


Joined: 13 Mar 2005
Location: Inter Veritates
PostPosted: Wed Jan 21, 2009 3:39 pm 
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Just tested with a bridge on CTC putting it in Conquest/ObjectSpawnTemplates.con and it shows up in CQ but not CTF, so the first method I suggested works.

It'd prolly look best putting it in the ObjectSpawns.con though since that's full of Object.create statements to place things on the map; I'm just used to using the Templates file since that's where serverside mods have to go.
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Erwin Rommel
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Joined: 02 Aug 2005
PostPosted: Wed Jan 21, 2009 3:48 pm 
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Shit that is easy. More maps should take advantage of that Twisted Evil
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Nugget
Hax0r
Hax0r


Joined: 13 Mar 2005
Location: with yarrr wench
PostPosted: Wed Jan 21, 2009 5:26 pm 
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Check my X-fire for some pictures of where I glitched in.
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Wang Chung
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Joined: 13 Mar 2005
Location: Virginia Tech
PostPosted: Wed Jan 21, 2009 5:45 pm 
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Erwin Rommel wrote:
Also, I'm suprised no one has mentioned anything about the falconet yet. That thing is totally lethal. Many people said it was overpowered last night.


I'm on the fence about it. It WAS a bit powerful, but it can be easily nullified - but only with two quick shots / headshot which is apparently really hard to do at a distance. Sometimes I could pick the guy off easily, and then other times I couldn't hit the person. Wondering if the castle model has anything to do with it.

The main issue is the proximity of the rum. The guy on the falc can take a hit (likely not a HS at the distances) and then run for the rum and be back in a short period of time. By moving the rum, this could still happen, but it at least gives the attackers enough time to advance a bit, maybe to within cover of the riverfort.

If you got rid of the falc though, no one would really miss it too much.
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AxeBlind
Old Fart's Cabin Man


Joined: 13 Mar 2005
Location: On a falconet, me preciousssss
PostPosted: Wed Jan 21, 2009 9:32 pm 
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I've thought it over.....

I love the falc, too many new maps have nerfed them, I recall the glory days of falcing every living thing in site like on King of the Caribbean. I do think the rum should be moved though, I was whoring that rum like crazy.

Leave the falc, move the rum to the bottom of the fort or further away rather than just one floor beneath the falc.
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Stealth
▲RAWR TRIANGLE RAWR▲


Joined: 13 Mar 2005
PostPosted: Wed Jan 21, 2009 10:23 pm 
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Erwin Rommel wrote:
Also, I'm suprised no one has mentioned anything about the falconet yet. That thing is totally lethal. Many people said it was overpowered last night.


I hadn't seen the map yet, but a well placed tree could work. Typically does.
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Erwin Rommel
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Joined: 02 Aug 2005
PostPosted: Wed Jan 21, 2009 10:53 pm 
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They're on top of both forts, overlooking the entire map. Trees can't help that, unforunately.
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anonymousity
Stealth's Wench
Stealth's Wench


Joined: 14 Mar 2005
Location: Scurvy Cove
PostPosted: Wed Jan 21, 2009 11:47 pm 
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The platform they are on right now glitches you if you fall in between it and the fortress. I have moved it backwards so that doesn't happen, and it limited the range of the falc to mostly on the opposing side of the bay. I will definately move the rum, probably just remove it from the inside of the forts at all.


I will try and do what you said USAF and make the secret entrances only appear in CTF.
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