Author Topic: SA_Urban_Jungle  (Read 16690 times)

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Offline DFDelta

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Re: SA_Urban_Jungle
« Reply #315 on: December 16, 2010, 09:34:43 AM »
We just need a SRM- or MRM-spam VTOL.
It would float over your mechs and blast all BAs of the rooftops when they try to ambush the mechs from above.

LRMs fire straight out from a VTOL ya know


But they are not reloading fast enough (like SRMs) or fire some undodgeable wall (like MRMs).
While LRMs would be useable, both other types of missiles would be better for that duty.
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Offline Brainwright

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Re: SA_Urban_Jungle
« Reply #316 on: December 16, 2010, 05:16:03 PM »
LRMs fire straight out from a VTOL ya know

Seriously, try it sometime.

Then you'll realize that they just travel too slow to hit anything without a lock.
Thanks for the view.

Offline Kelmola

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Re: SA_Urban_Jungle
« Reply #317 on: December 29, 2010, 12:45:26 AM »
Finally got a chance to play a round of this. The map looks simply awesome, and the multi-level parking lots and freeway bridges are amazing. The billboards are a nice touch as well. However, the day/night cycle seemed to be disabled or there was a really thick smog, since it was dark all the time, dark enough to warrant the use of night vision. Of course, neon lights glowing in the dusk do bring that classic Blade Runner feeling... 8)

Really hopeful for the changes TC gamemode will bring. Right now in SA mode, there was little point in spawning on the far flags since all the action was between the two center flags. Plus heavies started rolling out so soon that a single flanker would not have survived long enough to score a kill. One or two alphas maybe, after that one would have been stomped by a pack of counterattackers.

Offline (TLL)KitLightning

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Re: SA_Urban_Jungle
« Reply #318 on: December 29, 2010, 02:04:19 AM »
LRMs fire straight out from a VTOL ya know

Seriously, try it sometime.

Then you'll realize that they just travel too slow to hit anything without a lock.

When firing with a Lock on a Target the missiles will bend in a pre-determined path which can be avoided to some degree. They do fire straight towards the target if no lock is acquired prior to leaving the launcher.

LRM's have the same speed with or without a Lock. The only difference is the path they take. And as with other munition that has a travelling speed so does LRM's, that means shooting ahead of your target will ensure that you will hit it, also if you are fighting a VTOL whilst being in a VTOL, pitching you nose downwards upon firing the missile will give them a shorter path to the target and force the missiles directly to the target.


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Offline 7.[WD]Poldi

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Re: SA_Urban_Jungle
« Reply #319 on: January 04, 2011, 01:43:49 PM »
So Sal, can you give us a hint when TC_UrbanJungle will be available?



Offline (TLL)CapperDeluxe

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Re: SA_Urban_Jungle
« Reply #320 on: January 04, 2011, 03:22:22 PM »
yeah it would be nice to start seeing this on some 0.4 servers

Offline Aidan

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Re: SA_Urban_Jungle
« Reply #321 on: January 04, 2011, 05:24:09 PM »
I would recommend to all mappers creating "Community" maps external to the MWLL Dev team, to wait for the MWLL Dev team to enable, if possible, the Crysis Wars Dedicated server ability to autodownload new maps. This will make distribution of new maps to the player community very easy. Instead of checking on the forums or sending a PM to get a download link, the player will receive the new map automatically when joining a server running this map. This feature will also make map versioning much easier for the author of the map.

Comments?
« Last Edit: January 05, 2011, 06:06:02 PM by Aidan »


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Offline (Wilson)

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Re: SA_Urban_Jungle
« Reply #322 on: January 04, 2011, 05:51:26 PM »
We have began enabling the required code for map autodownload internally and will get these out in an update once we are sure they are working properly, most likely with instructions on their correct usage.
 
Basically, the maps needs to be setup into a zip file with a specific folder structure, so they are extracted into the correct place by the autodownloader. The autodownload also needs an http host for the files, its not actually the server itself that sends the map out, it just provides a link to the game client, which then downloads the zip from this host location and extracts it..
 
The setup involves adding a cvar(net_mapDownloadURL) to the levelrotation xml section for the map in question(or manually settings it on the server at map load), the cvar points to the download link containing the zipped copy of the map.
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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #323 on: January 04, 2011, 08:09:00 PM »
So Sal, can you give us a hint when TC_UrbanJungle will be available?

I have the TC version of the map running locally.  I have a few half-finished projects on the map that I want to at least find a stopping point on before the initial TC release.  The dev team has blessed us with about 10X the previous number of destructible tree types, so I am replacing all the old palms as well as adding the new trees to all the green spots.  I am making another quick pass on ground textures, but the detail work on them will still have to wait for the building and street layouts to become a bit more set in stone. 

I'll keep working on it for the next few days, and then get the work in progress stuff cleaned up for this weekend for a small test-release at the beginning of next week. 

Offline Stahlseele

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Re: SA_Urban_Jungle
« Reply #324 on: January 04, 2011, 08:14:35 PM »
Yay for hopefully soon release!
Yah, you're suffering from the same perfectionism that the rest of the dev team seems to be afflicted by . .
It's both good and bad in that it makes sure your stuff is close to perfection . . also means that it takes one hellishly long time of wait for us ^^
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Re: SA_Urban_Jungle
« Reply #325 on: January 05, 2011, 06:04:46 PM »
Yay for hopefully soon release!
Yah, you're suffering from the same perfectionism that the rest of the dev team seems to be afflicted by . .
It's both good and bad in that it makes sure your stuff is close to perfection . . also means that it takes one hellishly long time of wait for us ^^

Does mean when you get it its 100x more enjoyable though  ;)


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