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Ons Tripleslap
Posted: Wed Jan 21, 2009 7:05 pm
by Apollo
Hi Frank,
Could you please try and edit this map, with mine and Flying_P's idea.
The first pic is of the original version and the second pic is of are idea.
The two new areas are at each side and have a new node, and can you include a weapons locker and double damage at each side. I have highlighted them in a circle.
I have put the node link setup and they show up on the pics as lines.
The nodes are obvious, and are shown as an 'N' in a box.
The doorways for the new walls, have to be at that side as well.
The reason why we are asking you to edit the map, is to try and prevent the massive tank spam. Hope you have the time to have a look for us.
If anyone else has any ideas please post. btw please dont remove the tanks, best idea is just make the map abit bigger.
Posted: Wed Jan 21, 2009 9:06 pm
by Macca
second map looks a gd idea but i would also remove the 4 center nodes and replace them with just one key node
i would also my access to nodes at sides on ur new map to small for a tank to get down there
reason for this is all you wud get is someone in a tank camping there and waiting
Posted: Wed Jan 21, 2009 9:46 pm
by Apollo
Thats the reason why you should keep all the nodes. Keeps the tank busy from doing such things.
Posted: Thu Jan 22, 2009 12:16 am
by Macca
true
but with the inside center nodes people will just bypass the outter nodes because of distance to travel
how about making it just one tank that appears in the center to make it even harder for tank camp killing ?
Posted: Thu Jan 22, 2009 5:03 am
by }TCP{Snowbird
Yeah. sure, I will take a look this afternoon.
Posted: Thu Jan 22, 2009 12:29 pm
by -P-
}TCP{MaccaD wrote:true
but with the inside center nodes people will just bypass the outter nodes because of distance to travel
not if the tanks are still spamming in the middle and the vehicles are limited to how far the can travel towards the cores, one thought i had also had, was a route that takes u over the top, through the room where the deemer is so that it is not all corridor on the sides and one has the option to do some damage to the tanks and center nodes from above.
other than that 1's ( er Apollo's ) second sketch is not bad imo
Posted: Thu Jan 22, 2009 12:42 pm
by }TCP{Coco
Hi!
Good approach, Apollo! Do I see it right that the first 3 nodes from each core shall no longer be interconnected on either side? So far, we still got the bugged version which connects them on one side while those at the other side are not connected.
Only thing I see a possible problem with now is that there will be 4 different paths, which will be hard to defend, especially with just few players. But let's see how it works out - node setups can be changed easily afaik.
@Macca: I don't really think the attack will mainly go over the central nodes, because they are well shielded by the walls.
Coco.
Posted: Thu Jan 22, 2009 1:23 pm
by Apollo
The node setup would be fine.
Because the side nodes split to 2 then 1, which means you will have cut off nodes. Down the centre is hard because, the nodes are far apart and are on upper levels of the map. To get to the new rooms, you will have to be on foot. ( no vehical entry ). The double damage is the idea to get rid of the tanks abit faster, if someone is camping. Basicly, it would mean alot less tank camping and spawnkilling and more useing your head. ( tactics ). Thats why the new walls at each end where brought in. AHH yes and the two end middle nodes should not be linked to the core, more to the side 2 nodes maybe. But like you say trail and error is an option.
@P--- its a good idea with the reedemer part, but I was just making it abit more simple and faster for frank to mod. All we want really is for less tank spam.
@Frank---- thanks alot m8 for tanking alook.

Posted: Thu Jan 22, 2009 1:38 pm
by -P-
}TCP{Apollo wrote:
@P--- its a good idea with the reedemer part, but I was just making it abit more simple and faster for frank to mod. All we want really is for less tank spam.
NP, i just hate long small corridors ( people tend to full them with Flak ) don't think it'd be that much more work though just a case of adding stairs or a ramp and putting the side rooms up on the second level.... and IMHO you could kill the deemer, it doesn't get used that often in this map as it is anyway and being able to attack the middle from above would be enough of an added advantage.
that being said i am no mapper so yeah Frank whatever is easier
Posted: Thu Jan 22, 2009 2:33 pm
by Macca
this is starting to sound more and more interesting as i read on
you now got me itching to have a look and play
no spider mines though if you stick with lower level nodes
but i am all for looking at this when its done and tring it out with you all
Posted: Thu Jan 22, 2009 5:08 pm
by }TCP{Snowbird
I am sorry, I did not get to look at this today, but I will now look into it, and move a few walls here and there. I will take the sketch made, and go on that. If I see that a path over head would be usefull, I will contact you guys.
I am still working on deck 17, the orginal, but I need a break from that, so this will come first.
What about the rights of the map? Should we ask if we can change this?
Posted: Thu Jan 22, 2009 5:12 pm
by Apollo
Think that might be a good idea.
Anyone know the mappers name ?.
Posted: Thu Jan 22, 2009 5:17 pm
by }TCP{Snowbird
I can look itup, and post it
***EDIT***
"TheHunterIcemann (THI)"
More to come....
***EDIT***
"TheHunterIcemann brings you ONS-THI-TripleSlap, exclusively on the Death Warrant Flagship ONS Server."
HELP!!!!
***EDIT***
There was a NOTE in the game,
"Just so everone knows, this map IS based loosely off of an existing Xero map. All credit for the original basic type of layout and design goes to them. This map is just another take on the box-level design -- and hopefully an improvement. Thanks to Xero, Clan Death Warrant (DW), Wail, Hornet, Toxic Waste, and the rest of the DW community that helped test this map."
HELP!!!
Posted: Thu Jan 22, 2009 6:55 pm
by }TCP{Snowbird
I am in the middle of it now. Should I make it, so that smaller vehicles, ie. hover craft, jeep, can go through?
Posted: Thu Jan 22, 2009 7:20 pm
by Apollo
ERM nah m8. We said it would be better if it would be just for a onfoot area.