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 Any changes you'd like to see made to the maps. 
Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
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Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
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Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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I'm changing the way settings are applied to the maps on Wild Fortress.

I won't go into it here, but it basically means I have total freedom over any settings I wish to apply to new maps.
I'm not restricted to using just those dozen or so I set myself with. I can use any settings I want for future maps, and you'll be able to too.

The downside for me is that I have to modify all 40 maps to use this new format.
Not hard work, just time consuming.

So, since I have to modify them anyway. Does anyone have any change suggestions?

All the maps are on the wiki here (thanks Kyle). http://wiki.plantpeanuts.co.uk/index.php/Crazy_Tronners_Wild_Fortress

Changes I will be making so far:

Magic Roundabout - move start positions.
All Chico speed boost levels - the fortress zones will expland very slowly, make final battles more interesting.
Chico nano - longer tails
Little Columns - not so much accelearation from walls.
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Ex-CTer
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Grid Name: syllabear
GID: syllabear@ct/public
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Joined: 14 May 2006
Posts: 16F361527 Posts
Location: UK
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overall more braking power (on levels without brake-boost), which means that it is slower in effect, but lasts longer

also on the mini/nano levels, the acceleration settings appear to be for normal sized maps - can u do what you are doing for little columns, except moreso

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A key that opens many doors is a master key. A lock that is opened by many keys is a shit lock
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Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: Not Ranked
Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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Sorry Syllabear.

You're asking me to make the maps a lot easier to play.
You need the challenge to add to the fun/satisfaction.

Nano is that way for a reason. Much loved because of it. I'm not changing nano.

I know your lag is immense, thus your comments. But most people who play don't have your issues.
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Grid Name: syllabear
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Location: UK
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ok how about increasing the ping rubber?

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Will rot in Hell
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During the last three or four days, I've seen many players using a very "nice" defense tactic on Chico's Wild Ride.
As you may know, the tactic is quiet simple: Two defenders are blocking the ways from the one "room" to the other.
Every attacker who tries to go and conquer the enemies zones gets killed.
This can go on for hours if the defenders don't make any mistakes.
In my opinion it's a very effective defense but it's also very boring.
At least that's just my opinion but I think it's good to mention this.
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Crazy Tronner
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yep, i think it 2, and i think i suggest (or thought) in past to erase the middle walls to put just 2 or 3 tunnels on each side....

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Jedi
Crazy Tronner
Server Tech
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Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
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Field's place: sweeper
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GID: ed@ct/jedi
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Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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Chico's Wild Ride, as well as having this boring tactic gets around 15fps on older pc's too.

I'll probably just scrap it and make another, similar map. It was just a modified version of Chico's Hourglass anyhow.
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Crying or Very sad I like it, but it seems I'm the only one

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NOooooooooo i like it too! Sad keep them!

the deathzone kills them anyway, and only noobs try to go through walls

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Jedi
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I like it too despite the FPS
I got used to it
It bothered me once but now its great

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In theory it should work in reality who knows if it will work.

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