+1plopp wrote:This will encourage defenders to camp around pole and attackers to rush. This might be what a real siege is like, but for gameplay it doesn't work that wellHylis wrote:* There is 45 seconds to capture all the checkpoint's gates. A bonus of 10 seconds is awarded when capturing a gate.Defenders can't take aggressive positions anymore. Checkpoints would maybe work but only captureable after a set time (like before)
Btw, thanks for reading my wishlist and the changes you made from it
Maniaplanet 3.1 (RC5) changelog
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Re: Maniaplanet 3.1 (RC3) changelog
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Re: Maniaplanet 3.1 (RC3) changelog
Really a long changelog which shows a lot of work in such a short amount of time!
Thx for this update!
Greetz,
Merci!Hylis wrote:Fixed: Lack of players information when many players online

Thx for this update!
Greetz,
HaagseSmurf
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Re: Maniaplanet 3.1 (RC3) changelog
The MP3 Siege still exist, with many updates: gates that can not be crossed, goal/pole tag that can be hidden, number of players that are displayed, only a sound on attacker elimination, more powerful walljump et all other benefit brought from the update, including the fact that the mode joins Elite as a demo title.
New setting S_WeaponMode. It can take one of these values : 0 -> Rocket versus Laser, 1 -> select your weapon before the turn, 2 -> switch weapon during the turn. Default value is 2.
And there is this setting to play with the MP3 mode.
S_UseOldCaptureMode = 1 to have the previous mode.
Meanwhile, I am looking to have feedbacks on the multi-door capture (put them apart to test a defense that can take more risk and to avoid rush) in a way to find way to improve this test. A test is something crucial in research of better things. Even when we release something like platform, we changed 5 times the formula, and we even know that it's still going to change.
New setting S_WeaponMode. It can take one of these values : 0 -> Rocket versus Laser, 1 -> select your weapon before the turn, 2 -> switch weapon during the turn. Default value is 2.
And there is this setting to play with the MP3 mode.
S_UseOldCaptureMode = 1 to have the previous mode.
Meanwhile, I am looking to have feedbacks on the multi-door capture (put them apart to test a defense that can take more risk and to avoid rush) in a way to find way to improve this test. A test is something crucial in research of better things. Even when we release something like platform, we changed 5 times the formula, and we even know that it's still going to change.
Re: Maniaplanet 3.1 (RC3) changelog
Is it possible to place a lone checkpoint that doesn't have to be close to a gate but still connected to one? If it's possible this system might work. If you only have the gate as a checkpoint it's harder to place it without looking out of place or having to make doorways by every gate.Hylis wrote:Meanwhile, I am looking to have feedbacks on the multi-door capture (put them apart to test a defense that can take more risk and to avoid rush) in a way to find way to improve this test.
I like the direction you're going with this, but it obviously needs some tweaking since it was just implemented

Re: Maniaplanet 3.1 (RC3) changelog
How retarded are you? ( sry for the word )swinn wrote:Merci d'avoir encore changé le siège, nous faire ça du jour au lendemain c'est vraiment super, grâce à ça il nous reste plus que 4 maps "jouables", et encore elles sont pas adaptées ! Génial d'avoir autant de temps pour refaire les maps !
Super boulot
Do you read changelog/announcements?
meh.. If you want to play your Siege unupdated, stay at your boring LaserVRocket omg..
Anyways, it seems a good good update Thanks !

Try to Believe.
Re: Maniaplanet 3.1 (RC3) changelog
I think it's useless to be too though. I can understand that it's disturbing, but we made some previous unreleased changes that were challenged before test. These ones requires new maps to make better tests and are there to try to find a better option than single gate/too close of the wall fight current situation. I would really like to see test on 2 or 3 gates steps, separated from each others, in order to have the feelings out of it. Meanwhile, for the ones that would like to avoid test and try to find better solutions, the old MP3 mode is available, even if there are doubt about it's future because some made comments that it was not good enough.
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Re: Maniaplanet 3.1 (RC3) changelog
Nice!! But it's not working for me (or I am doing something wrong).Hylis wrote: Embedded items
You can now add custom items embeded in the map (experimental tools) if using the title material and with a limit of 150k in total on the map (50K was really too small)
When I want to save my map with the experimental embeded on I get the following warning:

Thanks,
Toffe
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Re: Maniaplanet 3.1 (RC3) changelog
I don't know what kind off comments these are, but the gamemode had to be tweaked in some parts and not in others. That's at least what I think. It was not bad all together.Hylis wrote:Meanwhile, for the ones that would like to avoid test and try to find better solutions, the old MP3 mode is available, even if there are doubt about it's future because some made comments that it was not good enough.
Re: Maniaplanet 3.1 (RC3) changelog
I am really looking forward feedback that can express some interesting feeling on the mode: what feels frustrating or positive. I think that it requires dedicated maps to really test the full capacity of the options, and probably adjust many parameters (time before first cap and time of cap as main examples)
In my opinion, I feel that the multigate provides more abilities for team play, 2 occasions of countdown stress instead of only one and more tactical options (split, all at a gate etc.) I keep really aware that fighting on the gate is something to avoid in order to let the game be really different depending of the map. The faster is the gate capture, the less the fight will be at the gate, but there is a need to compensate by something else (more ammo in defense, but slower reload?) etc.
In my opinion, I feel that the multigate provides more abilities for team play, 2 occasions of countdown stress instead of only one and more tactical options (split, all at a gate etc.) I keep really aware that fighting on the gate is something to avoid in order to let the game be really different depending of the map. The faster is the gate capture, the less the fight will be at the gate, but there is a need to compensate by something else (more ammo in defense, but slower reload?) etc.
Re: Maniaplanet 3.1 (RC4) changelog
some quick fixes added
### Modes
#### Siege
* New setting S_AtkNbIncreaseCaptureSpeed. Select if the number of attackers on the gate increase the capture speed. It's now turned off by default.
* Fix : If a spectator was on the server at the beginning of the turn he could later join the ongoing round with 1 armor point. It's not the case anymore.
* Fix : Weapon was saved only at the end of the round and loaded after each respawn. Now weapon is saved as soon as the player change it.
#### Battle
* Fix : When spectating a player the "Attack/Defend" message at the top of the screen was relative to the spectator clan and not the spectated player clan. [see](http://forum.maniaplanet.com/viewtopic. ... 97#p221397)
### Modes
#### Siege
* New setting S_AtkNbIncreaseCaptureSpeed. Select if the number of attackers on the gate increase the capture speed. It's now turned off by default.
* Fix : If a spectator was on the server at the beginning of the turn he could later join the ongoing round with 1 armor point. It's not the case anymore.
* Fix : Weapon was saved only at the end of the round and loaded after each respawn. Now weapon is saved as soon as the player change it.
#### Battle
* Fix : When spectating a player the "Attack/Defend" message at the top of the screen was relative to the spectator clan and not the spectated player clan. [see](http://forum.maniaplanet.com/viewtopic. ... 97#p221397)
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