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Wacko
Map Maker (Amount: 1)
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GID: wrtlprnft@ct/public
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Joined: 06 Oct 2006
Posts: 5Q36206 Posts
Location: 0x08048000
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Also note that I increased the maximum number of players to 10 (was: 8), I hope the lag is bearable for everyone.

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Jedi
Crazy Tronner
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Location: Wales, UK
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Ah, I wondered who did that. Sorry, I changed it back to 8 (only via console, so it'll probably revert to 10 soon).
I played with 10, I thought there were too many players on the grid, scoring a goal through that many opponents and teammates was more a matter of luck than skill. I think 8 gives a good balance of skill and luck.

I do like the 12 axes though, keep that one. You do feel a bit more in control.
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Crazy Tronner
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Location: Barcelona
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i agree, 4 on a team as max, with 5 is so much caotic and also more laggy....

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Wacko
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I reverted it to 8. Personally I didn't experience more lag, nor did I see anyone complain about it, but I'm right next to the server, more or less, so I can't really judge it.

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Jedi
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I didn't have a problem with lag. But then, with the high rubber, lag is less of an issue.
And no one complained, just my opinion. It made the whole thing more chaotic.
Same as CTF, any more than 4 players per team, there's not enough for each player to do, the extra players often just get in the way.
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Crazy Tronner
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i have another suggestion, maybe can solve some bug problem, what about change the map a bit, i think it will be better if it has 3 or 4 zones at the golie and not just one, no more ball crazy on the golie and more accurate goals on the line...

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Jedi
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I like the idea the ball can go in the goal, miss the zone and bounce out again. It makes me laugh when that happens.
I don't like the bug, where if the player who shot the ball dies before the ball reaches the goal, the goal doesn't count. I don't think we can do anything about this.
Another map that someone suggested that might work, is something akin to ice hockey. With a simpl rectangle grid, with the goals set a little bit in from the edge, so the ball can actually pass behind them. The goal zones would have to be smaller than they are now. I will try this arrangement later if I have time, might work.

Oh and sub, we can't have moving deathzones yet. We're all waiting for zones v2.
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Crazy Tronner
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ed it still can happen if these new zones are small enough, but it will solve when the ball get trapped in middle of the wall going up and down without sense and nobody can hit it.....

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Jedi
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Yeah, that's a bug. Can't solve that. I will try to contact groundpig, see if he can find a solution.

I've put the new map up to test it. I haven't had a full game there, but I think it might be too easy to score.
Maybe draw a sort of net around the back of the goal zone.
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Jedi
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ed wrote:
Yeah, that's a bug. Can't solve that. I will try to contact groundpig, see if he can find a solution.
he already knows about the problem. unless he thinks he fixed it.

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Ex-CTer
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ed wrote:

Oh and sub, we can't have moving deathzones yet. We're all waiting for zones v2.


so there will be map 12 players survival u have 12 fast movin deatch zones ;D?
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Jedi
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Winzone settings.
It came to light that styball had a winzone. All has changed now, the following settings are in place(or will be shortly):

WIN_ZONE_MIN_ROUND_TIME 300
WIN_ZONE_MIN_LAST_DEATH 1
WIN_ZONE_RANDOMNESS .8
WIN_ZONE_DEATHS 1
WIN_ZONE_EXPANSION 6
WIN_ZONE_INITIAL_SIZE 40

Meaning, 5 minutes into the round, after 1 second with no kills a deathzone the same size as a normal fortress zone will appear pretty randomly on the field and expand pretty quickly.
This will reduce the "this round has gone on for 10 mins, I'm getting 3 fps" syndrome.

Another alternative I considered was putting small, slowly expanding deathzones in the center of each goal zone. Eventually, after about 5 minutes the deathzones would outsize the goal zones, so no more respawning.
The main problem I see with this is that if you die and cannot be respawned you could be waiting for quite a while till the next round.
Maybe I could merge the 2. After 5 mins into the round the goal deathzones will be larger than the goal, after 7 mins, if the round is still going, a whopping great dz will obliterate all.

Discuss...
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Crazy Tronner
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i like hte idea of a comination of both dzs, but has to be tryed.

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Crazy Tronner
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crazy tronners pack
http://forums.crazy-tronners.com/viewtopic.php?t=934&postdays=0&postorder=asc&start=15


Last edited by loops on Mon Nov 27, 2006 10:03 pm; edited 1 time in total

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Jedi
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That wall is an outstanding image.
Maybe I'll get a poster made.
Nice loops.
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