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Author Topic: GVH:Cold Demise feedback  (Read 43103 times)

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November 30, 2009, 11:33:42 PM
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Offline CutmanMike

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GVH:Cold Demise feedback
« on: November 30, 2009, 11:33:42 PM »
To save clogging up the forum, post feedback for CD here. Negative and positive welcome.

December 01, 2009, 12:12:39 AM
Reply #1

Offline Knux

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Re: GVH:Cold Demise feedback
« Reply #1 on: December 01, 2009, 12:12:39 AM »
*checks maps*

...

*doesn't find his map*

I am cry.  :?

EDIT: BAH, BAH I SAY! It's my own fault for not thinking about the gameplay first!  :p Well, to be honest, this map wasn't going to be originally for CD, but something I decided to do one fine day out of boredom. I went to a park in my town, sketched it on a notebook, and mapped it in DB (adding stuff, of course). Then, I thought it would be a good idea to submit it. Derp.

Well, I am working on another map which should be pretty convincing, though it's late already. Unless Cutman plans to release an update of the wad in the future... still, I'm gonna keep mapping it. Thanks for the chance, man.  :)

December 01, 2009, 12:19:28 AM
Reply #2

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #2 on: December 01, 2009, 12:19:28 AM »
Ghouls win almost every time in huge games.

Lol. I don't think it's a huge map problem just yet, more or less human players needed to adjust; Although, as Damage put it, "The maps we complained before about being human maps are easily turning to ghouls," but this could be attributed to a poor human team during my SKILL server test.

December 01, 2009, 01:19:09 AM
Reply #3

Offline Grymmoire

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Re: GVH:Cold Demise feedback
« Reply #3 on: December 01, 2009, 01:19:09 AM »
Most of the maps were dominated by ghouls en mass because everyone shifted over to the ghoul side, but even when the teams were sometimes balanced out the game favored ghouls (keep in mind that this is with many players). The failure on the part of the humans could have been attributed to lack of skill tough, not to mention the usual new class spam that goes on. Honestly, it is too hard to discern this early on exactly what is good and what is bad, but one thing is for sure, GVH29 is still too big. No matter how many ghouls went up against the humans, they got sniped with no cover.

December 01, 2009, 02:05:54 AM
Reply #4

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #4 on: December 01, 2009, 02:05:54 AM »
Gvh23 seems to be lag fest until I changed the map, but this could be me.. but I wasn't even playing when pings started bouncing up and down.

I also got word that Frostbite's breath en mass causes lag, but I rather wait and see it on another server that isn't mine.

Gvh29 is still terrible on cover, and the tower is the perfect sniping position for marine pistols on creepers or any other ghoul (as I have proven by killing creepers from up there with pistols).

Everyone seems to hate gvh30 for some reason.

gvh22 is a camper haven for humans, but it was a 26 man game in my SKILL server when this was happening.

Everyone bitching about Frostbite sucking. I honestly am in love with him, but he does need something to avoid getting buttfucked. I don't mind him being a support class, but a little health will do.. or something about him dying so quickly

Game seems fine overall to me.

December 01, 2009, 02:57:27 AM
Reply #5

Offline Minus

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Re: GVH:Cold Demise feedback
« Reply #5 on: December 01, 2009, 02:57:27 AM »
The only thing I don't like is that nearly everyone will be Frostbite or Santa, so it will be hard to tell if either of them are good against certain classes. This will wear off eventually, I know, but it will take a while.

December 01, 2009, 03:19:25 AM
Reply #6

Offline Mik57

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Re: GVH:Cold Demise feedback
« Reply #6 on: December 01, 2009, 03:19:25 AM »
So, I hear that GvH29 has too little cover. I'm gonna try to fix some of those, if Cutman allows me.

*Make the big metal flat area under a roof, with supports on the roof. This should give cover for sjas.
*Make a guard-rail around the antenna. That should decrease human mobility a bit.
*Add some more crates and metal blocks everywhere. Less mobility for humans.
*probably just get rid of that sniper tower, or give it open windows. Give the lift greater speed, but it stays down for the same amount of time.

Hope these aren't too extreme. Tell me what you think.

December 01, 2009, 04:04:27 AM
Reply #7

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #7 on: December 01, 2009, 04:04:27 AM »
Okay! Here is some good stuff for everyone!

Gvh29 boxes by the heliport gets creepers stuck. Space them out better
Gvh30 is too detailed for humans and causes fps dips (not sure if it's hardware or software mode). I know it's a nightmare in larger games.

Frostbite needs either speed or health. I would rather slant on health and tell people to focus more on cover than being a bootleg choke or half-assed jitter.

Make the Frostbite's attack less laggish after his jump for smoother transitions or else shotgun chocolates is what's for dinner.

That's all I have.

December 01, 2009, 04:32:55 AM
Reply #8

Offline Captain Ventris

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Re: GVH:Cold Demise feedback
« Reply #8 on: December 01, 2009, 04:32:55 AM »
Mik, making the tower a little shorter might work if you feel it would be necessary. Frostbite's breath can ALMOST get inside - it just hits the edge of the chamber, so making it a little shorter would make it vulnerable enough. Also, sjas can injure humans inside by attacking when next to the grate, and Choke can, of course, lob a bloodball inside.

December 01, 2009, 04:56:48 AM
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Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #9 on: December 01, 2009, 04:56:48 AM »
Quote from: "Captain Ventris"
Mik, making the tower a little shorter might work if you feel it would be necessary. Frostbite's breath can ALMOST get inside - it just hits the edge of the chamber, so making it a little shorter would make it vulnerable enough. Also, sjas can injure humans inside by attacking when next to the grate, and Choke can, of course, lob a bloodball inside.

Provided most of those ghouls aren't dead on the way or trying to kill the single human there. I say this because of the nature of the open map style.

Lower it! >:[

December 01, 2009, 06:09:24 AM
Reply #10

Anonymous

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« Reply #10 on: December 01, 2009, 06:09:24 AM »
.

December 01, 2009, 06:14:34 AM
Reply #11

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #11 on: December 01, 2009, 06:14:34 AM »
Quote from: "pucy100"
Frostbite has huge teeth!

I know! I recorded a special video about it while playing

Click here

December 01, 2009, 08:13:38 AM
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« Reply #12 on: December 01, 2009, 08:13:38 AM »
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December 01, 2009, 09:17:15 AM
Reply #13

Offline CutmanMike

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Re: GVH:Cold Demise feedback
« Reply #13 on: December 01, 2009, 09:17:15 AM »
Quote from: "Mik57"
So, I hear that GvH29 has too little cover. I'm gonna try to fix some of those, if Cutman allows me.

Sure. I don't know when a new version should come out but if lag is a big issue for people it may be sooner than I hope!

December 01, 2009, 09:47:50 AM
Reply #14

Offline Mobius

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Re: GVH:Cold Demise feedback
« Reply #14 on: December 01, 2009, 09:47:50 AM »
Speaking of lag, I got some complains about Gvh27. How hysterical.

I think Gvh30 can use some spacing to avoid all the corners (despite me not fully agreeing with it). Other people say it's a bit of an fps lagger for all the moving objects and detail.

^ this bullshit aside! I think it's good, but when do we get them ghost buster improvements? :D