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Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:02
by dreammyw0w
where can i see these new maps ? :s

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:05
by sadzealot
PapyChampy wrote:
sadzealot wrote:
PS! The updates to your current maps is a disgrace in terms of improving gameplay on them. CastleCrasher in particular is a mess - http://i.imgur.com/J1wNnwo.jpg

I'm assuming these changes were done solely for the purpose of displaying as many new blocks as possible. Becuase one thing's for sure, they don't make the maps any better (Same could be said for Fortress. Collided was for the most part OK, but it's also the one that's the most untouched from the ones I've seen so far)
The angles are different, the grills are gone, and yeah, the purpose of this update was to illustrate some of the new blocks.

Maybe it's a little too soon to say that the maps are badly updated. In any way, I'd like to know precisely what is wrong with the maps, so I can improve them.

From the feedbacks I've gathered, you're the first one to say that it's a bad thing.
I was planning on making a video going through the maps (CC and collided atleast, since those are still used for competitive play) and explain why I don't like the updates, so I guess I'll have to do that sometime today and link you. The obvious thing with CC was the wood slides placed everywhere blocking off movement (especially on the right side as attacker). I'm assuming they were put down to give defenders more cover and places to hide behind? If so, I agree with the thinking and reasoning behind that but the wood slides cover so much airspace getting around and over them is close to impossible, and if you're unlucky to land on one of them without much speed, you're sitting ducks so to speak.

The fact you've also limited (or tried too, trust me, we can still get up high as long as we're on B2 settings) the ability for attacker to go up high on CC is a bad idea. Limiting attack-paths that was never a problem is bad. I'm sure it was never intended when CC was made to get up high, but after walljumps were introduced we found ways to do so. And the gameplay that resulted from that was great, it was fun and it wasn't a problem. The attacker risked so much by going up high it was a tradeoff. Don't fix what isn't broken. CC could do with some tweaks because it was far from a perfect map. I'll go into more detail in the video once I get around to that (still playing with this update)

PS! I managed to get on top of the bridge on Collided too now :P
Yup, made it up on top of castlecrasher too now (not on top of the new block in center cage tho)
Hyllis wrote:- New surface that bounces rockets and allow for bigger walljumps
- New surface that enables a stamina jump
Ok, I couldn't find a single block in the editor that allows for bigger walljumps, and since bigger walljumps was listed on the same line as 'bounce rockets' I assumed it was the same type of block. However, bounce rockets are the same type of block as stamina jump.

And frankly the stamina jump was impossible to use properly. Either you did a tiny jump or you did a full jump with all your stamina. After trying it out for a while I managed to do a semi-high jump that only sucked half my stamina away (was defender in Elite). I would suggest tweaking this a bit so it's easier to calculate height/stamina-use.

However, is this what you also meant by 'bigger walljumps'? I was unable to walljump on the side of them and honestly couldn't find any block that allowed for this so now I'm curious if I missed something.
luftisbollentm2 wrote:LP Should be given to both loser and winner, why not ? - it should be based on hit & kills and
how hard the opponents are if he is a pro you should get alot more lp if you are a beginner / have
a lower rank and minus should be an opition to imo if you add so we can lose lp as well we must play
to stay on top, be number one shouldn´t be easy imo
I disagree. If LP is partially based on hits do you know what's gonna happen? People are gonna rush and play aggressive in hopes of getting as many rockethits as possible (atleast on public). And I don't see that being a good thing.

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:05
by luftisbollentm2
LP Should be given to both loser and winner, why not ? - it should be based on hit & kills and
how hard the opponents are if he is a pro you should get alot more lp if you are a beginner / have
a lower rank and minus should be an opition to imo if you add so we can lose lp as well we must play
to stay on top, be number one shouldn´t be easy imo

i saw an elite match on IPL and all was ranked 1 :lol: and thas is impossible :?
lp need a better system... (and ofc you cant get more planets by go up and down the ladder)
but thats a simple fix)

Number one is number one and o stay there he need to show that he is best - don´t you think ?
to be numbe one you need to hit/beat the player with rank 1. ;)
everything else sounds stupid imo.........

ofc; the uppdate is slow we are alot of players that want it, and its 3 uppdate for some of us...

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:12
by LuckyBoy
fng_thatoneguy wrote:
fng_thatoneguy wrote:The UI is back on the TrackMania servers with the client update, but it brings me to my next question:

Question 2:
Am I seeing the single player 5-minute timer in multiplayer?! Are we able to run official times while in multi or was this a mistake? :lol:
Sorry, shameless bump for my question so it doesn't get lost.

(and thanks for the answer to the other one!)
I don't think you should be able to do official times in multi.
I didn't see that in TimeAttack, did you see the window pop-up asking you to run in official ?
Maybe it was just a custom server interface with a icon close to the offical cup ?

Thanks

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:20
by Jojo_44
The update for Tm2 Stadium isn´t pushed ? No update when I click on stadium and camera2 is still the old one -.-

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:37
by Rasque
rzn wrote:this download is taking ages...
Confirmed, feels like modem times :|

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:37
by kripkee
Jojo_44 wrote:The update for Tm2 Stadium isn´t pushed ? No update when I click on stadium and camera2 is still the old one -.-
Don't understand me wrong, but this is a shootmania update? ^^

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:39
by oliverde8
kripkee wrote:
Jojo_44 wrote:The update for Tm2 Stadium isn´t pushed ? No update when I click on stadium and camera2 is still the old one -.-
Don't understand me wrong, but this is a shootmania update? ^^
Yes but on the changelog it is said that the Cam2 of TM² was changed, there is a problem either in the changelog or all the updated wasn't pushed :)

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:40
by killer606
Rasque wrote:
rzn wrote:this download is taking ages...
Confirmed, feels like modem times :|

lol, or just normal for people like me :D even a toaster in dessert has a better inet connection than me :roflol: :0010

Re: Shootmania Storm 1.0 RC1 (live)

Posted: 10 Apr 2013, 12:51
by PapyChampy
@ Sadzealot : ok, thanks for the inputs. The abundance of grills in CC was a problem imo, and nearly all of the IPL maps reproduced this pattern. There aren't that many ways to "occupy" the space in the same way.
I disagree on the "don't fix what isn't broken part", however.

Will look @ your video.

Be also aware that some new Elite maps are to be released, especially ones with techno blocks.
The only maps really using the new techno blocks so far are the Combo mode maps, because those are the most recent ones built.