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View Poll Results: Do you think our spawn areas should be further away from objectives?
Yeah 35 51.47%
yep, but only for realism 2 2.94%
yep, but only for classic 3 4.41%
nope 28 41.18%
Voters: 68. You may not vote on this poll

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  #41  
Old 12-03-2012, 05:11 PM
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Comrade Kaizer Comrade Kaizer is offline
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I didn't bother voting, as this seems to be a more general suggestion in relation to all maps/modes. It complicates my opinion on the matter, as there is a very define set of options available. None of which cater to a free form perspective.

Truth is, this heavily determines on the design, dynamic and pacing of the individual map itself. It might work for some, it might not work for others.

Once transports are implemented and larger maps come into the fray, I would imagine longer spawn distances to account for those changes in the maps that warrant such direction.

This might not always be the case though, as custom mappers might want to create scenarios within their maps that might dictate longer spawn distances as well (whatever the case may be). It's really a per individual case, where players are raising attention because of the type of maps we have now.
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  #42  
Old 12-03-2012, 05:29 PM
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What are the spawn distances looking like in Krasnyi Octyabr?
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  #43  
Old 12-03-2012, 06:02 PM
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Quote:
Originally Posted by Proud_God View Post
What are the spawn distances looking like in Krasnyi Octyabr?
if its designed for Classic I'm assuming its going to be similar if not identical to what it was in the original. But I guess there is the additional factor of accommodating Realism speeds..
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  #44  
Old 12-03-2012, 08:18 PM
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Comrade Kaizer Comrade Kaizer is offline
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Quote:
Originally Posted by Proud_God View Post
What are the spawn distances looking like in Krasnyi Octyabr?
Quote:
Originally Posted by CocaineInMyBrain View Post
if its designed for Classic I'm assuming its going to be similar if not identical to what it was in the original. But I guess there is the additional factor of accommodating Realism speeds..
Really off topic but...

I have totally revised the map itself with more interiors and satchel objectives (for flanking maneuvers). It's not a port but most of the layout from the ostfront version will remain, just more flexibility in attack/defense. I added (and still currently working on) an approach to the general facility itself. The "facility" is basically what will contain the original map as it is in Ostfront.

The approach (new part of the map) is very large and basically inspired by the Stalingrad (1993) film's approach to the factory scene. You'll even be able to recognize some scenery elements, if not in visual depiction at least in layout. The approach will consist of two additional objectives, the second leading up to the area where the Germans initially spawn in the Ostfront version. Then the map will continue from there as Ostfront veterans might have remembered, just with better flow and another additional objective (Office Building Ruins) which sit right across from Central Yard.

Once I'm done with this new portion of the map I will take screenies and make the appropriate thread. The spawns will be slightly different and will take into account Heroes mechanics. I will try to seek a balance in spawn points for both Realism and Classic, a comfortable spot in between. Of course, feedback from you guys here will help dictate the course of the work I take with the spawns.
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  #45  
Old 12-03-2012, 08:31 PM
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Quote:
Originally Posted by Comrade Kaizer View Post
Really off topic but...

I have totally revised the map itself with more interiors and satchel objectives (for flanking maneuvers). It's not a port but most of the layout from the ostfront version will remain, just more flexibility in attack/defense. I added (and still currently working on) an approach to the general facility itself. The "facility" is basically what will contain the original map as it is in Ostfront.

The approach (new part of the map) is very large and basically inspired by the Stalingrad (1993) film's approach to the factory scene. You'll even be able to recognize some scenery elements, if not in visual depiction at least in layout. The approach will consist of two additional objectives, the second leading up to the area where the Germans initially spawn in the Ostfront version. Then the map will continue from there as Ostfront veterans might have remembered, just with better flow and another additional objective (Office Building Ruins) which sit right across from Central Yard.

Once I'm done with this new portion of the map I will take screenies and make the appropriate thread. The spawns will be slightly different and will take into account Heroes mechanics. I will try to seek a balance in spawn points for both Realism and Classic, a comfortable spot in between. Of course, feedback from you guys here will help dictate the course of the work I take with the spawns.



Sounds awesome!!!
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  #46  
Old 12-04-2012, 11:30 AM
Lauch Lauch is offline
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please god no, its already frustrating enough when you have a bad day

I'd even lower the respawntimes to max 6-7 seconds

Last edited by Lauch; 12-04-2012 at 11:32 AM.
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