Author Topic: The Undercover Undercardboard Sneaking Mission (Stealth Server) (NEW MAP P25)  (Read 34676 times)

i still havent played it on metro, sucks :(

so it's a tdm with an invisibility item?

wow okay
Anything sounds stupid if you simplify it. For example;

so it's a game where you build things?

wow, okay


If you actually bothered to read the op you'd see that it's a lot more complex than a lot of the TDMs people make nowadays and it has serious thoughts put into it's design and balance.

In other words, join the server, play the server, and stop making an arsehole out of yourself.

i still havent played it on metro, sucks :(
It's a really great map. In general we think that it's fantastic but apparently the playerbase seems to like snowcliff more for it's focus on close range, as a direct counterbalance to metro's open area near the cap point. In metro, it's easier to run away from battles and hide around corners than it is in snowcliff.
« Last Edit: May 12, 2013, 04:25:36 PM by Megaguy2 »

Yo. We're hosting today. And soon.

i would think hiding and running and luring the guards into traps would be more sneaky then uh shooting people

i would think hiding and running and luring the guards into traps would be more sneaky then uh shooting people
It is. But people just seem to favor snowcliff for some reason. Metro probably works better than snowcliff.

Also, Can't host today, Sorry.

We need TDM maps to convert for a brand new game type! Both (lol) of our existing maps won't work for this brand new mode, so get building!

Page 3?! forget that.

Mega.

We got.

To build.

(later :v)

Planned for tomorrow:
  • Finishing Warehouse
  • Playtest it
  • HAVE FUN

We WILL wrap it up tomorrow and then playtest. Better look forward! :)

thought i'd personally ask all of you testers to GET HYPE because tomorrow we are FINSHING (for real) the first dedicated map for this gamemode, INF_Warehouse. As soon as it's done, we will do a short bugtest session, and then host it FOR REAL.

So, once again, GET HYPE, because really awesome stuff is coming your way.

yay

i would say snowcliff is more preferred because its smaller. metro's pretty damn huge and its tough to find and kill only one guy, invisible, moving around in it.

and as for traps, you should try allowing the infiltrator to equip weapons like landmines or C4 in place of other weapons. like give them loadout choices.

yay

i would say snowcliff is more preferred because its smaller. metro's pretty damn huge and its tough to find and kill only one guy, invisible, moving around in it.

and as for traps, you should try allowing the infiltrator to equip weapons like landmines or C4 in place of other weapons. like give them loadout choices.

Loadout choices are an idea often tossed around when speaking with other players. We feel like it could work but the delay you get of being in a spawn room may not work and if we do introduce these choices we have to balance combat around the choices as well, and some maps really are not built for that kinda thing..

So that also creates the issue of having map specific weapons or items.

As well as that, loadout choices have been considered previously due to people saying that the climbing hook would be really cool. (and it would've been) But then we implemented the sport player, which allows you to jump pretty high if you're running, and as it turned out, that actually got rid of the need for it, but it would still be a really nice implementation.

I view traps to be a guard thing, but some traps that were inf specific may work out too. The infiltrator's only trap type weapon is as of now CRAZY unreliable (I'm fixing the script soon)

As for snowcliff/metro, I think both of these maps differ enough for them to be both be pretty neat. They will both definately be included in the release.


Another thing i thought i'd mension; i am getting hugely sick of the massive player dryspell we've got going on. Seriously, we get next to no one on the server anymore and I cannot figure out why. The topic keeps falling to page 3 because the devs are the only ones actively posting here.
« Last Edit: May 16, 2013, 07:10:55 PM by Megaguy2 »

well, maybe simplify the name of the topic to something less long and unwieldy. and also simplify the OP so people can read it/get the main points in under 30 seconds without scrolling through large amounts of big pictures.

Manty's Rocketball OP is basically the ideal op: simple, eye-catching, summative, fosters discussion.

and don't feel alone: all of my topics and servers are just as dry as yours are, save on occasional days.

double post because this is completely unrelated to the one above

maybe in order to spice up gameplay and not make it some survival you could have it like a capture game, where the infiltrator must get the guard's flag and bring it to the extraction point. that way it would be 1) linear, with clear goals, and 2) make gameplay more loose and less tense. Using that, you could also give infiltrators (i'd assume 2 on a team) lives, and have guards have unlimited lives but long respawn times, so it really becomes tactical.

also if you don't have the footstep sound mod i highly suggest it with this, except tone down the footstep sound.

double post because this is completely unrelated to the one above

maybe in order to spice up gameplay and not make it some survival you could have it like a capture game, where the infiltrator must get the guard's flag and bring it to the extraction point. that way it would be 1) linear, with clear goals, and 2) make gameplay more loose and less tense. Using that, you could also give infiltrators (i'd assume 2 on a team) lives, and have guards have unlimited lives but long respawn times, so it really becomes tactical.

also if you don't have the footstep sound mod i highly suggest it with this, except tone down the footstep sound.

lemme explain some  stuff; you've never been on the server (or at least i dont remember you there) Along with this post i'll adress some of your more interesting points.

1. Everyone has lives
2. Everyone has one life
3. Infs scale with playercount up to 3 max
4. Guards have a capture point that they own by default and that infs win IMMEDIATELY when captured
5. This is not and was never intended to be "Loose" and "Not tense"
6. Goals are clear and simple. Maps are linear.
7. We have the footstep mod
8. Infinite reinforcements mean that the infiltrator is restricted to using his weapons to take out singular targets that will instantly know of his location via teamchat.
9. the idea of a capture the flag mode (Steal a flag bring it back to inf base) is not a good concept. This introduces WAY more problems than it's worth and is not a good alternative to our current setup.

I apologise for the outdated opening post and the secondary post being completely innacurate to current loadout. This will be changed. The OP has been in this awful state for too long and i'm a dumbass for completely ignoring it.

The best way to get a feel for what the server is like is to join in.
« Last Edit: May 17, 2013, 01:16:12 AM by Megaguy2 »