B4 With Mvm
Sops
Join Date: 2003-07-03 Member: 17894Members, Constellation
Since the community was able to make working mvm maps, (I know it's short notice <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ) but will beta 4 have mvm or aleast some extra coding to help mvm run smoother?
Comments
MvM in the way the mapping community got it to work (kudos for that), is not what Flayra has in mind for what would essentially be an utterly different gamemode, so there will in all probability be no official support.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
That requires 2 comments:
1) ROFL!
2) Damn straight!
Recording Industry Association of America. The nice people that sue 12 year olds.
I think, at the very least, the MvM maps need to come down in size a bit, but increase in complexity. Large open spaces really bite for MvM.
I thought that was last year? *shrugs*
Anyway, no chance of seeing MvM in B4, because well, the interviews said so!
Just my 2c
It starts with #
Like
#clan whatever.
Just look for a # and a C and maybe an H.
I think, at the very least, the MvM maps need to come down in size a bit, but increase in complexity. Large open spaces really bite for MvM. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Um, these weapons chew eachother up pretty quickly.
15 LMG bullets kills either side at the start, with 4 more added per armor upgrade.
It's not too tough to hit a rine, so 1 clip is usually enough for 2 or more kills at the start.
You really shouldn't run outta bullets... Unless you're both missing kinda terribly, then one of you is going to drop pretty fast.
Right now it's a fun little custom thing, with no real sense of balance. Lets get regular NS up and running and fix its issues first, and enjoy what MvM is right now as it is.
And the adapted cs maps are actually the worst: mappers do NOT need to take a lesson from those maps. Way too many big open spaces.
b) ripping cs_maps ... the only other option at this moment is wait for better co_maps (that aren't proof of concepts, above)
c) our server has co_sillyv3 as a voteable map, we also run the metamod plugin. if oyu want to test mvm or just mess around in it, hop on (or pm me on irc, i can change maps for you)
So no.
Co_alloyv2 is another mvm map that plays fairly well. The cc is isolated from both teams so the inability of team3 to weld is mute, allowing for a more balanced game under present situations.
as for mapping I would think you could just map map very similar to the co map in mva just with new base designs
checks manual...
The <a href='http://www.natural-selection.org/manual/front_sterkman.html' target='_blank'>Sterkman Point System</a> has decided that 100 HP is the life of an average marine and 50 (now 25 then) armor. From there, we calculated the bullet damage, and bite, etc. It should work itself out with an added line or two <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
The real problem would be buildings: they would take much more time than alien structures to take down and would be nearly useless to be shot down if we use the same health ratio as normal MvA