Greetings!
If you would like to take part in the discussions, sign in below!
Categories
Latest Discussions
- Kill messages in the middle
- Lost Rank
- New Forum
- Full Servers and Clarification on Shutdown Details
- a desire
- Common Problems and Fixes for the New Account Registration Process
- Lost My Ranks
- How to run the server on Linux?
- Looking For People Who Were/Are Enlisted In The Military For A YouTube Video
- Spawning at 2,500 meters above the map
Comments
always the same ... bla bla bla.
if i could, i would just rebuild them from Altans ones. but my fu* editor is crashing all the time. another thing well done to say. or: what is working so far?
Your editor will crash if you alter a cooked map, try to save it, then reopen. You need to copy all of the assets that the game will allow you to a fresh map and go from there.
i did load the old aa2 maps on the editor. i mean the maps they did work before the final release was rolled out.
then some error messages do appear iike path and lights has to be rebuild. i can do that, another map check does say that those errors are no anymore there.
after that i do save the maps. after this, when i try to open it agiin, i get the editor crashed.
or i load a aa2 map, then i rebuil it, a message appears that i dont have enough memory (8GB), then the editor crashes.
full of this, i cant remake them.....
anyone who can try one of those maps to rebuld an publish? or to help me doing it?
thanks in advance.
My Portfolio / Site
My Portfolio / Site
now my last question about it: they all have not been cooked before the final release, right?
My Portfolio / Site
i will talk again with ELiZ/Altan to have some of them back
hope i will have success
i am working hard on it to really do it the best i can
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
My Portfolio / Site
They are off though... in AA3, you couldn't get all the way to courtyard before running out of steam. You can in PG. On top of that, you could select whether you wanted a heavier or lighter load out, which affected speed that you ran out of stamina.
It's not insurmountable, but it is noticeable.
OK will do. They are not over bearing on the map, yet they just dumb it down. 2 m16's with ACOG's would be good enough.
But stamina and speed dont affect timing.. if its off its due to map design, maybe starting positions slightly different. Technically guys could run 4x the normal speed and timing will still be the same as long as both teams are even.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
i get what you are saying - you will meet up at the same locations, all things being equal. but you dont. spawns are same locations, and it is the ported Impact map. from the goat pen spawn, i can rotate all the way west almost to red room porch by the time opfor gets to the red room door. in aa3, you ran out of steam just as you got into the unexposed area. running thru courtyard, you can out run the nade spam (the enemy doesnt get into position in time).
i am thinking that what i concider "timing" is different from your idea of timing. - i am comparing encounter locations between AAPG and AA3, and due to the stamina difference they are different.
its not a big deal. it just takes getting use to it. i've played so much of AA3 impact, that when you are expecting to run into the enemy and they are not there or you run into them early, it feels off.
Only problem is, the M14 is part of the "Marksmen" loadout. The only way to setup an M16 with an acog alone, would be a custom loadout/spawn, like I did on Insurgent Camp (CL), and others have done on various maps, thanks to Wolvys nifty loadout tutorial:) And I'm not too sure how that has been working out on these maps. It's that, or say 2 AR slots, and the rest Rifleman slots, per team. Which unfortunately leaves the M16/Acog out.
even if the sniper alone is removed would make it better. i know in the TAH version of impact didn't have a sniper role, but i cant remember whether it had a DMR or not...(Doba, do you remember? you played it alot too...)
maybe 1 dmr (M14 or M16), 2 saw, 9 riflemen per side would be close.
what i do know is, thanks Hawk for getting this map going again... always has been my favorite map.