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Gerome Rerelease/New Version: Give info on what you want

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  • Gerome Rerelease/New Version: Give info on what you want

    oRGy and Dalai, are quite busy and got a load on their hands. Well I asked and was granted permission to edit and release a newer version of gerome. I want to know what you want to see fixed or done with the map before i start so we can make it as playable, balanced, and great as possible.

    so far i got:
    -fix messed up pivot points and doors that open wrong way
    -oRGy wanted to make all the reachable windows frobable and openable, and i feel this is a must (especially for the library)
    -more ways into library (i was also thinking of maybe having the chimney itself be one way in)
    - fix mr.suicide kevel
    -improve on architecture and detail where i can without slowing down the map too much

    You are the players and i want your opinions and to know what you want to see done with the map! Please give any suggestions you may have, it'd be very helpful.

    ~dp~
    http://profiles.myspace.com/users/7360475
    -=:ToB:=- / :]eDe[: Site: www.endarkend.net
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  • #2
    Dramatically increase the loot count and distribute it evenly.
    Nearly all men can stand adversity -- if you want to test a man’s character, give him power.

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    • #3
      Originally posted by DarkBill
      Dramatically increase the loot count and distribute it evenly.
      Ditto that. Even if thieves successfully rush the evidence at the start of the round, it's still a very difficult map because of the very large percentage of loot that must be acquired.

      As long as we're on the subject of fixing the most unbalanced maps, are there any plans to do some work on Folly? It's about as unbalanced in favor of thieves as Gerome is in favor of guards.

      Comment


      • #4
        to me, folly is balanced if the guards are good.

        Comment


        • #5
          Duh... I would personally maintain Kevel, after all he has become a myth already
          Ok here are a few cents:
          - The sentinel in the backdoor could be atached to an alarm as well
          - The alarm buttom at the front door is IMO a bit pointles since no sane thief would dare go into just a well lit and wide spot
          - Gerome needs fixing IMO in a few things:
          - If he is suposed not to be disturbed then he should atack any guard that enters his, room. I recently saw someone puting Gerome on "guard" by pushing him into the corridor thats bad, his place is INSIDE
          - Flashing Gerome should also make him go alert, I saw taffers flashing him, getitng loot, escaping and nothing happening
          - After Gerome kills teh 1st guard AIS should target him as "hostile"
          - Since you are going to mess around with the windows make a few more balconies, lets say... near the garden.
          - Put something into that corner in the library so that whistlers dont go off when a taffer is on the other side of the wall, another bookcase should be enough
          - The main gate near exit could be placed a bit further in order to make a shadow in front of courtyard, right now its almost suicide to get across that spot
          - And yes make more ways into the library, its the ultimate camping spot
          - Maybe a bigger and tougher labyrinth ?
          Feel the power of the

          Comment


          • #6
            alrighty..prob with keeping kevel is that because of him someone can make about 6 ai's commit suidide and his suicidal instinct is very easily fixable...

            also i was thinking of making the chiminey's all a bit bigger (like the one to where kevel is and to gerome's room so thieves can santa clause their way in..and making those fireplaces extinguishable, how's that sound?

            also pics would be very veryhelpful cause for somethings it's hard for me to nail in on the exact location you're talking about...so take some pics or use more detail maybe
            http://profiles.myspace.com/users/7360475
            -=:ToB:=- / :]eDe[: Site: www.endarkend.net
            -=:ToB:=-Forums: www.endarkend.net/phpbb/
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            • #7
              while we are balancing the map we don't wanna make it too much in thieve's favor..i wanna eliminate rushing (u can easily rush key and grab evidence in 20 sec right now soi was thinking of putting a gate maybe where teh exit is to the main corridor

              since the 2nd story rooves are accesable i think i will fix that roof up and like i said make the chimineys 'useable' tot he thieves?
              http://profiles.myspace.com/users/7360475
              -=:ToB:=- / :]eDe[: Site: www.endarkend.net
              -=:ToB:=-Forums: www.endarkend.net/phpbb/
              -=:ToB:=-PayingSins (TUT MAP)- http://www.endarkend.net/downloads/m...oB_Payback.zip

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              • #8
                How about three pieces of evidence, of which you need to read two?

                One in Library, one at Gerome's and one at the guestrooms.
                Ah, to be a hero. Keeping such company...

                Comment


                • #9
                  Originally posted by DeepQantas
                  How about three pieces of evidence, of which you need to read two?

                  One in Library, one at Gerome's and one at the guestrooms.
                  good idea
                  http://profiles.myspace.com/users/7360475
                  -=:ToB:=- / :]eDe[: Site: www.endarkend.net
                  -=:ToB:=-Forums: www.endarkend.net/phpbb/
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                  • #10
                    Fix Kevel jumping in the fireplaces, but leave the fireplaces walk-inable.

                    Comment


                    • #11
                      I forget the exact name, but I think it's Zone Info - the location tags that show up in Whispers. Those need to be re-done.

                      You did an excellent job of it in Payback, I expect the same for Gerome

                      Oh, and having one zone marked "outside" just ain't good enough - I want "outside garden", "outside courtyard", etc.

                      Comment


                      • #12
                        Originally posted by Slappy
                        I forget the exact name, but I think it's Zone Info - the location tags that show up in Whispers. Those need to be re-done.

                        You did an excellent job of it in Payback, I expect the same for Gerome

                        Oh, and having one zone marked "outside" just ain't good enough - I want "outside garden", "outside courtyard", etc.
                        OMG, YES!!!

                        Comment


                        • #13
                          Originally posted by LaughingRat
                          Originally posted by Slappy
                          I forget the exact name, but I think it's Zone Info - the location tags that show up in Whispers. Those need to be re-done.

                          You did an excellent job of it in Payback, I expect the same for Gerome

                          Oh, and having one zone marked "outside" just ain't good enough - I want "outside garden", "outside courtyard", etc.
                          OMG, YES!!!
                          that would require splitting the outside into zones which can be done but may cause great lag since big big portal sheets are a no no...so i dunno about the outside zones but inside shouldn't be a problem
                          http://profiles.myspace.com/users/7360475
                          -=:ToB:=- / :]eDe[: Site: www.endarkend.net
                          -=:ToB:=-Forums: www.endarkend.net/phpbb/
                          -=:ToB:=-PayingSins (TUT MAP)- http://www.endarkend.net/downloads/m...oB_Payback.zip

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                          • #14
                            Originally posted by DarkProject
                            that would require splitting the outside into zones which can be done but may cause great lag since big big portal sheets are a no no...so i dunno about the outside zones but inside shouldn't be a problem
                            There are so called "Th-Location" actors.
                            You can place the actor and either make it a box or cylinder area, and then choose the size of the area. Basically volumes location id in Ued3... Only using an actor.
                            No need for silly zones.

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                            • #15
                              Originally posted by Master-Builder
                              Originally posted by DarkProject
                              that would require splitting the outside into zones which can be done but may cause great lag since big big portal sheets are a no no...so i dunno about the outside zones but inside shouldn't be a problem
                              There are so called "Th-Location" actors.
                              You can place the actor and either make it a box or cylinder area, and then choose the size of the area. Basically volumes location id in Ued3... Only using an actor.
                              No need for silly zones.
                              ya that would work :-/ Mehhhh. hmmk
                              http://profiles.myspace.com/users/7360475
                              -=:ToB:=- / :]eDe[: Site: www.endarkend.net
                              -=:ToB:=-Forums: www.endarkend.net/phpbb/
                              -=:ToB:=-PayingSins (TUT MAP)- http://www.endarkend.net/downloads/m...oB_Payback.zip

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