MAPS FOR ESWC

Talk about the online play and eSport / team

Moderator: English Moderator

Pile0g00
Posts: 42
Joined: 09 Apr 2013, 21:28

Re: MAPS FOR ESWC

Post by Pile0g00 »

killaprodtm wrote:Also we need your opinions too, but please remember, you are heard.
Who is we :?
Pile0g00
Posts: 42
Joined: 09 Apr 2013, 21:28

Re: MAPS FOR ESWC

Post by Pile0g00 »

viperozza wrote:
sadzealot wrote:cut
After reading this, in my opinion, the whole SHOOTMANIA forum can be closed. sadzealot said everything and in a perfect way. He may be sometimes a bit rude but that's just because he cares about the game and the community.


PLS NADEO, listen to him ;)
:thumbsup:
GabrielM
Posts: 243
Joined: 13 Jan 2012, 16:53

Re: MAPS FOR ESWC

Post by GabrielM »

Pile0g00 wrote:
killaprodtm wrote:Also we need your opinions too, but please remember, you are heard.
Who is we :?
I think he's talking about the community you're all part of.
User avatar
Ozon
Posts: 956
Joined: 24 Aug 2011, 13:12
Contact:

Re: MAPS FOR ESWC

Post by Ozon »

GabrielM wrote:
Pile0g00 wrote:
killaprodtm wrote:Also we need your opinions too, but please remember, you are heard.
Who is we :?
I think he's talking about the community you're all part of.
100 points.
Image
ManiaExchange Lead Developer, video person and experienced project organizer.
Discord: Ozon#0359 · MX · Adventcalendar resources · TM-Tube is back
Pile0g00
Posts: 42
Joined: 09 Apr 2013, 21:28

Re: MAPS FOR ESWC

Post by Pile0g00 »

killaprodtm wrote:Also we need your opinions too, but please remember, you are heard.
killaprodtm wrote:
GabrielM wrote:
Pile0g00 wrote: Who is we :?
I think he's talking about the community you're all part of.
100 points.
Oh, I did not know WE had a spokes person :roflol:. Thanks for speaking on my behalf...
sadzealot
Posts: 337
Joined: 04 Aug 2012, 03:38

Re: MAPS FOR ESWC

Post by sadzealot »

Alexey85 wrote: Shooting is skillbased, stamina usage is skillbased, b3 walljumps are skillbased, they are not as deep as b2, but still requires practice not only to perform but to see more possible routes at maps. Lots of skillbased stuff overall.
I stopped reading after you said that. If you want to be a Nadeo fanboy, atleast please come up with some arguments. Only a Nadeo fanboy can say with a straight face that B3 walljumps require skill.

Your entire post reeks of Nadeo fanboyism. And why? Because I see some really old arguments coming out from your mouth that have since changed and now turned into different arguments from Nadeo.

If part of the reason for changing B2 walljumps were because of "too powerful" as you said, then here's something I would want to know:

Why on earth haven't Nadeo given mapmakers full freedom to dictate movement in the editor? In every other game where you can make maps the mapmakers have 100% freedom to dictate movement, but not in Shootmania.

I suggested to Hylis that they add a paintbrush to the editor to allow mapmakers to paint -1- side (or multiple if you want) of a castle block with a different texture/gradient/shadow that would disable walljump on that side (or sides).

This is an easy solution to the problem of them being "too powerful" and I got instantly shot down by Hylis with the following words:

"That would put too much strain on our texture department and they're already doing great work"


Completely ignoring the entire point about why mappers don't have 100% freedom to dictate movement in the game, but throwing out some bullshit argument because he doesn't want to discuss or even entertain the idea.

And this is the reason I'm fucking pissed. The inconsistency, the lack of wanting to actually approach or even discuss certain points but completely ignore them at will.

I've heard all about how "broken" they are and shit. I don't want to hear it. They're fun, they have depth, they're EXTREMELY skillbased and they require practice and time to master.

B3 most of all ISNT FUN! It's just a means for getting up 2 blockheigts (you can get up 1blockheight using regular jumps) Oh you can sit there and tell me how "properly coded" those walljumps are, but if proper coding isn't important when it comes to rockets/laser hitting through fence, why should it matter so much in terms of walljumps?

Oh that's right, because it was never about proper coding. It was just a nice argument to throw around to justify making it beginner-friendly instead.

And that my son, is the fucking truth once you start looking at the inconsistency regarding this entire subject (which is one I've been reading religiously about on these forums as most probably know)

PS! So many of your other arguments is pure sillyness. Like suggesting game wasn't skillbased pre micro-jumps, walljumps etc.

Sure it was, just not as much. And remember that that was during beta. The nerfs have mostly come AFTER release of the game. But let's not get into this entire ordeal. People mostly agree I make some sense in my post, you're the only one here religiously defending Nadeo and their choices.

Applying for a job in the near future?
Alexey85
Posts: 465
Joined: 14 Jul 2012, 10:54

Re: MAPS FOR ESWC

Post by Alexey85 »

sadzealot wrote:
Alexey85 wrote: Shooting is skillbased, stamina usage is skillbased, b3 walljumps are skillbased, they are not as deep as b2, but still requires practice not only to perform but to see more possible routes at maps. Lots of skillbased stuff overall.
I stopped reading after you said that. If you want to be a Nadeo fanboy, atleast please come up with some arguments. Only a Nadeo fanboy can say with a straight face that B3 walljumps require skill.
You took that out of context. That was comment on your "The problem with Nadeo thinking now is that having anything skillbased or something that requires practice to learn equals being "too hard for beginners"". What I said about B3 walljumps was regarding beginners.

Anyway, I took quotes of your post and made arguments why your words in them don't have ground. It's easy for you to ignore that and call me "fanboy" and proceed with drama that B2 walljumps are removed. I will not speak about this with you further, since you are blind to arguments and the only thing you can talk is that B2 walljumps are removed.
GabrielM
Posts: 243
Joined: 13 Jan 2012, 16:53

Re: MAPS FOR ESWC

Post by GabrielM »

Indeed we only needed the "arguments about the game" part, not those (so usual) curse words, neither personnal attacks :|.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: MAPS FOR ESWC

Post by novationx »

just play CPLAY:Series... Its B2 & has all the maps everybody wants. Troloooooooo. :thumbsup:
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: MAPS FOR ESWC

Post by Fix »

sadzealot wrote: I stopped reading after you said that. If you want to be a Nadeo fanboy, atleast please come up with some arguments. Only a Nadeo fanboy can say with a straight face that B3 walljumps require skill.
This is not a troll, sont don't get mad : what is your definition of "require skill" if you had to write it down in a dictionary ?
For me, automated things don't require skill, things you do successfully 100% don't require skill.
I often fail walljumps, especially when I try to climb up between wall or combo 2 or 3 wall jumps. Being able to do it with a high percentage of success, while fighting, for me, requires some training, and I think then it requires skill.
Probably less than the B2 one that's sure.
sadzealot wrote: Why on earth haven't Nadeo given mapmakers full freedom to dictate movement in the editor? In every other game where you can make maps the mapmakers have 100% freedom to dictate movement, but not in Shootmania.
Well, in any other fps, the level editors requires a lot of knowledge before you can achieve a fully working map, and then a lot of time and skill before you achieve a fully working good map. And this is without talking about the concept of "learning a new map quickly" or "not getting lost".

I think you can compare the Shootmania editor to this or this
And most other level editors to this
Post Reply

Return to “Multiplayer”

Who is online

Users browsing this forum: No registered users and 1 guest