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Old 23rd May 2006, 02:29 PM   #1
Master-Builder
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Official Map Updates

Well there have been a few minor (but deadly) bugs introduced in some of the maps that were updated for 1.5 a long time ago, and then never fixed. Well actually they were, but the person kinda disappeared along with the updated maps, which is the main reason i never began fixing the maps.

Anyways, i got around to updating SkeltstonsHead yesterday and i'll look at Breakout now.
Do note that i haven't been able to actually test the maps out online, but seeing how the changes are minor at best there hopefully shouldn't be anything buggy. If something should turn up, do tell and i'll look at it.

SkeltstonsHead:
Download Map

Fixed:
- Nasty HOMs
- Zoning
- Redeemer easter
- Blocking
- Made Torch Snuffer compatible (Hopefully)


Breakout:
Download Map

Fixed:
-Killer tables
-HOMs
-Keys not matching doors

Balancing:
-Keys placed in fixed location once again
-Vents leading from cells to upper floor removed, to give guards a fighting chance.
-Vents to exit areas still in place!

Last edited by Master-Builder; 24th May 2006 at 11:48 AM.
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Old 23rd May 2006, 02:41 PM   #2
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 Originally Posted by Master-Builder:
(Hopefully)
That post was looking good, until that word.
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Old 23rd May 2006, 02:52 PM   #3
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Hmm weren't there 2 A keys 1 vent and 1 B key?
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Old 23rd May 2006, 03:16 PM   #4
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»Breakout bugs«

IMO Breakout is too easy for thieves because they need only 600 loot for win. I would change it to "800" or even "1000".
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Old 23rd May 2006, 03:29 PM   #5
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 Originally Posted by Bandit:
IMO Breakout is too easy for thieves because they need only 600 loot for win. I would change it to "800" or even "1000".
The total amount is around 1200, which means you need 50% of the total loot in the map. This percentage is the standard used for almost all maps, and i personally recall having a hard time finding all the needed loot since you have to go to every part of the map.

I've currently readjusted the keys so there is a A key at one table and a B key at the other, just like in the pre 1.5 map. In addition there currently is a vent key on a table in one of the upper cell halls, and one in the storeroom (without vent access).

I personally question the Vent, since it does mean the guards have two additional entrances to guard, and the original difficulty of the map was always getting through the upper doors alive. Once that had happend it turned fun, with guards not being sure of wether you actually got out alive.
It has always been a chokepoint map with these "key areas":
  1. Key pickups
  2. Upper Doors
  3. Exit Areas
The vents double the amounts of areas to cover for guards.

I haven't really tried the 1.5 version online, so i'll let you(the community) decide what you prefer.
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Old 23rd May 2006, 04:43 PM   #6
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Yeah something should be done to the vents, definitely put there just one vent key. Maybe some other restriction, like putting just one vent exit and the other working like entrance into inner vent complex.
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Old 23rd May 2006, 05:45 PM   #7
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The vent leading to the library is especially easy for thieves if this could be brought up to a more generally patrolled location like the lobby where the fountain is, that would be better.
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Old 24th May 2006, 11:48 AM   #8
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Right, one Breakout uploaded.
Hopefully the changes are for the better.
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Old 24th May 2006, 12:53 PM   #9
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!! whoa.. MB is on speed or something this week.. next.. lets get him to work on NightBlade! At his rate, it will be released tomorrow morning! Ill try it tonight and give feedback.
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Old 24th May 2006, 01:14 PM   #10
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mm KAM, we already know your " I will try it ... "
meh, wrong url, follow Nach's one

edit: you guess right, fanx

Last edited by bigfoot; 24th May 2006 at 02:51 PM.
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Old 24th May 2006, 02:00 PM   #11
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I guess you mean this.
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Old 24th May 2006, 07:06 PM   #12
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 Originally Posted by bigfoot:
mm KAM, we already know your " I will try it ... "
meh, wrong url, follow Nach's one

edit: you guess right, fanx

ROFL.. yea i guess i deserved that.. Actually i remembered to try it in a game last week.. but I have apparently misplaced the driver disc. I have contacted the seller about it and hope to hear back from him soon.

Anyway.. ill go try the map now
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Old 25th May 2006, 02:21 AM   #13
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Mmm, official map updates... as in "these map updates are official"
or official map updates, as in "these are updates to official maps"...
got to love the english language, it's so CLEAR *grins*
Anyway, if it's the former, this should be sticky.
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Old 25th May 2006, 02:23 PM   #14
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Tested the upgraded Skletston and it still has the ONE and ONLY major balance bug. The one where you can see the map through the centre house chest.
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Old 25th May 2006, 02:37 PM   #15
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The map would suck major ass without that. It already does anyway. A piece of cake for the thieves.
As for Breakout I prefer random key spawns. You could have key rackets at each location they can spawn in with 'A', 'B' and 'V' signs so that guards can see which one(s) is(/are) hanging there without having to drop flares to measure and guess by the location on the tables..
Updates to the Objective descriptions with pointers for guards on how many keys and to what there are etc. etc. would be cool, too.
Great jorb btw!
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Old 25th May 2006, 04:22 PM   #16
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 Originally Posted by FatRatHead:
Tested the upgraded Skletston and it still has the ONE and ONLY major balance bug. The one where you can see the map through the centre house chest.
Erh? First i've heard of this.
I tried humping the chest for 10 minutes, without being able to see the map inside. Either that, or you are using some of them fabled TUT sploits' to check the chest...


And even if you can see somehow see it, it's only relevant in 1 out of 5 rounds.
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Old 25th May 2006, 04:33 PM   #17
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you can see it - well - you can see the curser go red
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Old 25th May 2006, 04:52 PM   #18
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Argh, this is hopeless... You just have to find an exploit for everything that can be exploited.
I'm starting to know how poor Mordengaard feel about his Korman Walls and TUT players.
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Old 25th May 2006, 05:33 PM   #19
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well what else are we suposed to do id rather it was there - it means 1 in every 5 games guards can guard 1 place rather then trying to guard 5
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Old 25th May 2006, 07:27 PM   #20
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that bug was fixed in my version
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Old 25th May 2006, 08:02 PM   #21
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 Originally Posted by Master-Builder:
I tried humping the chest for 10 minutes,
cmon.. are we just supposed to leave that one alone? lol Next time trying looking in the chest.. not humping it

Perhaps if the map could be forced to spawn length-wise in the chest?? I think i tried this on my version but can't remember if i really did or why it didnt work.. or maybe it did work.. i can't remember.
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Old 26th May 2006, 01:27 AM   #22
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 Originally Posted by -KewlAzMe-:
I think i tried this on my version but can't remember if i really did or why it didnt work.. or maybe it did work.. i can't remember.
now thats very helpfull

it spawns the other way in the locked chest - the building in the middle where one of the sewer exit is
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Old 26th May 2006, 02:00 AM   #23
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 Originally Posted by PhaeThorn:
that bug was fixed in my version
In your version the map sticks out of the chest... So yeah you've fixed it, we can't see it through the chest.
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Old 26th May 2006, 02:19 AM   #24
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 Originally Posted by Master-Builder:
I'm starting to know how poor Mordengaard feel about his Korman Walls and TUT players.
FINALLY!
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Old 26th May 2006, 02:34 AM   #25
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Sorry to ruin your dreams, but after closer observation I've found that you can find AND snatch the map from any closed chest. First it looked like the canopy chest is immune to snatching and you could just use the lean-through bug to see it inside, but I'd managed to lean well enough to grab it and as a guard see the red crosshair.
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Old 26th May 2006, 02:41 AM   #26
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is that on PhaeThorns version?
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Old 26th May 2006, 02:49 AM   #27
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As far as I know on both. I guess MB didn't modify the map placement in chest or the chest itself.
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Old 26th May 2006, 03:17 AM   #28
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Need custom scripted chests that don't spawn the map until they are opened.
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Old 26th May 2006, 03:23 AM   #29
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 Originally Posted by FatRatHead:
As far as I know on both. I guess MB didn't modify the map placement in chest or the chest itself.
yeah you can - took me a while to find it tho

just found something wrong with my controls to - when leaning forward crouched i carnt strafe left but can right ah well - not like i need to use that movement much neway
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Old 26th May 2006, 03:26 AM   #30
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 Originally Posted by Master-Builder:
Argh, this is hopeless... You just have to find an exploit for everything that can be exploited.
I'm starting to know how poor Mordengaard feel about his Korman Walls and TUT players.
if it will make you feel better - breakout plays well.... for the moment good job now get back to work
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