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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; 24 May 2006, 11:48 AM.

  • #2
    Originally posted by Master-Builder
    (Hopefully)
    That post was looking good, until that word.
    Your order has been dispatched!

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    • #3
      Hmm weren't there 2 A keys 1 vent and 1 B key?

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      • #4
        »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".
        .:.S.e.r.v.e.r.B.r.o.w.s.e.r.:.

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        • #5
          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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          • #6
            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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            • #7
              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.
              I'd Be More Apathetic... If I Wasn't So Lethargic

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              • #8
                Right, one Breakout uploaded.
                Hopefully the changes are for the better.

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                • #9
                  !! 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.
                  I'd Be More Apathetic... If I Wasn't So Lethargic

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                  • #10
                    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; 24 May 2006, 02:51 PM.
                    hehe

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                    • #11
                      I guess you mean this.

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                      • #12
                        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
                        I'd Be More Apathetic... If I Wasn't So Lethargic

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                        • #13
                          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.
                          Mordengaard - Tester/Mapper/Voice Actor/Nitpick/Coder

                          "Criminal: A person with predatory instincts who has not sufficient capital to form a corporation."
                          :: Howard Scott

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                          • #14
                            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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                            • #15
                              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!
                              AlienMode ThieveryUT adaption
                              Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.
                              Life is a bitch, then you get cancer. One story is good till another is told.

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