Modified official maps.

13

Comments

  • ddra-ddra- Posts: 455Player
    edited January 2016
    Great to see this moving along.
    Seems like this is what's on the table for now:

    - Lower/remove ambient sounds
    - Remove enemy spotted
    - Remove bushes
    - Remove supported fire

    Other things to consider is to remove Breach's cheesy wallbangs. I know you love them Rokis but they gotta go.

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  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Great to see this moving along.
    Seems like this is what's on the table for now:

    - Lower/remove ambient sounds
    - Remove enemy spotted
    - Remove bushes
    - Remove supported fire

    Other things to consider is to remove Breach's cheesy wallbangs. I know you love them Rokis but they gotta go.

    Yep same with Crossfire's shootable windows, map is broken. You can literally spam any window and you will kill anybody in lights room/where flag pickup room is. (the most OP one is the red window by north bridge on defense side). BTW I found one of your maps wolve I think it was you Crossfire white, looks very interesting. You removed nades, set iron sights only, so you start with fogs/flashes. (I got my own NFO server now) so definitely going to test this crossfirewhiteout map.
    Pie charts + Graphs= Very Bad.



  • .6ix.AliGator.6ix.AliGator Posts: 165Player
    How does removing ambient sounds fix the real issue that we have with the current sound? Real issue being the ability to hear things that are unrealistically far away and at the same time not hearing things that are much closer.
    ss_4_AliGator...png


  • iNv|roKis-iNv|roKis- Posts: 420Player
    AliGator.. wrote: »
    How does removing ambient sounds fix the real issue that we have with the current sound? Real issue being the ability to hear things that are unrealistically far away and at the same time not hearing things that are much closer.

    Colts brought that up already. I don't understand how exactly the audio works, but maybe wolverine can explain how we may remedy that.
    Bhop is a string of jumps with no interruptions.
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    AliGator.. wrote: »
    How does removing ambient sounds fix the real issue that we have with the current sound? Real issue being the ability to hear things that are unrealistically far away and at the same time not hearing things that are much closer.

    If you go play a user made map this problem doesn't exist. It's something the devs add to the sound that is causing this. I highly doubt it is just ambient sounds either. Wouldn't make much sense because you hear people at a distance fine. How would ambient noises effect only up close but nor far away? It is definitely something we are going to have to figure out. In order to address this issue. My guess is something added like sound occlusion is the issue, but I could be wrong.
    Pie charts + Graphs= Very Bad.



  • iNv|roKis-iNv|roKis- Posts: 420Player
    edited January 2016
    Wolverine is releasing the SS map with no ambient, no spot, no vault, no decals and no brush and logs on the floors...its going to be pretty clean.

    Here is my idea, essentially we want to scrim the map as much as possible and get a sense of what we want to modify and add back to the map. So a clean slate is better than having everything on a then removing. How does that sound?

    Then once we get SS setup the way we like we copy the audio style to the other maps and beta them as well.

    Wolve should have the map out in an hour or so, he said it looks a lot different. All the occlusions and sound are still default. It will be named SpringStreetCOMP or something along those lines.
    Bhop is a string of jumps with no interruptions.
  • -Flops--Flops- Posts: 354Player
    Please do not take this to heart comp players i am just messing about lol , Lucky you have someone like wolverine to do all this hard work for you :smile:

  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Video would have been better of you shot the bird at the end lol
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited January 2016
    -Flops- wrote: »
    Please do not take this to heart comp players i am just messing about lol , Lucky you have someone like wolverine to do all this hard work for you :smile:


    Like and Sub worthy I felt.. I'd have thrown in some elephant footsteps, then an enemy walking/running past (not making a sound) straight into a bush :lol:
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • -Flops--Flops- Posts: 354Player
    lol both good points maybe in the next video lol , but in all seriousness if wolverine ever needs a hand just yell out !
  • ddra-ddra- Posts: 455Player
    edited January 2016
    Wolvie I got a chance to run around your CrossfireWhiteout map and here is what I took away from it. The reason why things felt right shooting around and whatnot was mostly because you can't get spam naded from everywhere. Forcing iron sights and no nades adds a nice touch and i'm all for having variety in available load outs.

    The second reason was because with unsupported removed, it mostly gets rid of all this yellow window to bomb room crate supported cheese that's been going on. Same with storage room crate and couch room.

    For a FLO map idea it could work out nicely. For the comp revisions we've been discussing simply removing supported, iron sights and no nades, and removing spam window to yellow room (the X) would make all the difference. Perhaps lengthening the map right down the middle 8-10ft would give players more room to move around without altering timings too much, as shown below. I know we're doing Spring Street currently but since it was brought up I figured i'd chime in.

    ebO6NOO.jpg
    image
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  • RedBaron64(ITA)RedBaron64(ITA) Posts: 173Player
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  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Wolvie I got a chance to run around your CrossfireWhiteout map and here is what I took away from it. The reason why things felt right shooting around and whatnot was mostly because you can't get spam naded from everywhere. Forcing iron sights and no nades adds a nice touch and i'm all for having variety in available load outs.

    The second reason was because with unsupported removed, it mostly gets rid of all this yellow window to bomb room crate supported cheese that's been going on. Same with storage room crate and couch room.

    For a FLO map idea it could work out nicely. For the comp revisions we've been discussing simply removing supported, iron sights and no nades, and removing spam window to yellow room (the X) would make all the difference. Perhaps lengthening the map right down the middle 8-10ft would give players more room to move around without altering timings too much, as shown below. I know we're doing Spring Street currently but since it was brought up I figured i'd chime in.

    ebO6NOO.jpg

    I agree but don't forget about the spam window in lights room at north bridge.
    Pie charts + Graphs= Very Bad.



  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    I am creating a panel of 8-10 guys or more who will decide together what to change on these maps. This way wolverine does not get confused and edit stuff anybody who posts in this thread tells him too. This way he does not go and make changes to maps and have to change them back later (Really a big waste of time). So this IMO is the best way to make these maps go smoothly and will help us get them all done much faster. So I am thinking 1-2 guys or so from each team capable of deciding what should be in a map and what shouldn't be.

    My list so far: (You must be able to dedicate time to scrim the test maps and be there to disagree or agree with certain changes or change proposals.)
    Colts
    Nos
    Rokis
    Doba

    Now just because I am doing this team does not mean you still cannot have a say in what happens on these maps! I just want you to do it differently than post in here. So if someone on your team is in the panel you give your feedback to them and they will bring it up with the rest of the guys. If no one on your team is in the panel than please take your feedback to one of the people on the panel. Remember this is so things can go smoothly. All feedback is welcomed and appreciated. We just don't want to waste wolverines time here. So please lets get this going fellas.
    Pie charts + Graphs= Very Bad.



  • Bam4DBam4D Posts: 976Player
    Leave the MAPS alone!! :'(

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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Bam, my friend. You've seen my maps. So you know I love detailed maps and sounds. All the stock maps are amazing. Better than anything I can make. And trust me those will always be better than anything I can do. So the core game, maps, weapons will always be there. Think of what I'm doing, is just making few more UMM's for people to play. Now would I play these map after I'm done with them?.......[TOS Violation] NO! I like my maps with detailed environments, nice sounds...etc. with that said, these guys want to play like this, I don't think there is anything wrong with that.

    [TOS Violation] if this helps bring more people to the game and grow the community, I'll make 5 versions of each.

    At the end of the day it's about player base, and Since I love this game so much. And have very little understanding/ talent in mapping, I'm willing to help keep it going. Doing my part to keep it alive. Because I love it!


    To be clear, the Dev's have done an amazing job with sounds. The maps are better than anything I've made.

    So don't worry my friend. These maps are not going to be part of the core game with them being chopped up, they are for these guys to enjoy and have fun, just like you and I have fun with the original maps.
  • iNv|roKis-iNv|roKis- Posts: 420Player
    edited January 2016
    Bam, essentially we are moving our community into a mod based. Sort of how quake was back in the q3 and q4 days. We will grow our competitive community apart from the game originals, this way it doesn't waste the devs time. It is also important to note that the devs gave us a good amount of power in order to change the maps and sound as we wish. So this is the idea. Every player will come in playing what the devs intended, and if they ever learn of the comp community which they will. Alll they have to do to join is to play with us, in original and UMMs.

    Colts I think EK is gonna want in for INV
    Bhop is a string of jumps with no interruptions.
  • RedBaron64(ITA)RedBaron64(ITA) Posts: 173Player
    Another inner hospital circle, like Metro in BF3 or Nuketown in COD.......nothing to gain in my opinion and nothing of good for the community.......clearly imho!!!
  • iNv|roKis-iNv|roKis- Posts: 420Player
    Another inner hospital circle, like Metro in BF3 or Nuketown in COD.......nothing to gain in my opinion and nothing of good for the community.......clearly imho!!!

    what...?
    Bhop is a string of jumps with no interruptions.
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