| ScrapyardBob |
04/16/06 5:03pm
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#1
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
I'm on-target for a release of Beta #2 on Monday morning. This beta fixes some game balance issues and other things that were identified during Beta #1. There are still some outstanding issues that won't be corrected in time for Monday, so they have been tabled until Beta #3.
Major changes: 1) Reworked the raindrop effect. In order to reduce the risk in case the raindrops cause lag on the server, there will be a server-side CVar added so that admins can control the number of raindrops. Setting "syb_rain_nodes" to a value between 0 and 10 allows you to control the max # of raindrops visible for each player on the server. Good values are probably 2-4. You can also disable the raindrop effect by setting "syb_rain_nodes" to zero. (This information is also in the ADMIN README file inside the PK3 and ZIP files.) 2) The area south of G1 has been reworked. The pak40 has been moved NW to be closer to G1 and have a less commanding view of the SW Bridge. There are new rocks, trees and foliage that make the defense of G1 more complex. 3) All pak guns have had their firing angles adjusted. It should now be possible to hit what is visible in the firing arc but not possible to arc shells across the map to hit spawn areas or bases. 4) The R2 pak45 has moved south to the middle of the stone wall overlooking the field at R2. The wall in front of the pak45 is taller then the old wall. I'm waiting to see if the pak gunner needs additional protection beyond that. 5) There is a new spawn bunker with attached trenches in the Russian spawn. Two of the Base Assault spawn points have been moved closer to R2 and R1. This should also help with spawn-rape situations in the Russian spawn as the spawn points are spread out more. Also moved some vehicles around in the Russian spawn area. 6) Fixed the double-spawning T34 and double-spawning jeep situation. 7) The Russians have traded in one of their KV1s for a stock T34 tank. The current vehicle balance for Base Assault is as follows: German (2) Jagd (1) StugIII (3) Panzer IV (3) Panzer III (3) Halftracks Russian (2) KV1 (2) T34 stock (2) T34_76 (3) BT7 (3) milk trucks And 12 jeeps / horches spread across the map. 8) A few more trees and rocks around G2 make it more difficult to defend and give attackers places to base attacks from. Replaced the tank-eating snow drift and replaced the tank-eating old-style trench with a new one. The trench on the south side of G3 will be replaced in a future beta (ran out of time). 9) Two new paths through treelines have been added along the north flank of the German's side. These allow infantry to get closer to G3 without being spotted. 10) Fixed a bunch of road segments that exhibited the "pothole" effect. (Vehicles going wonky as they travel over that section of road or players that fall through the road surface.) I'm still on the prowl for any other reports of broken road segments. General locational information is enough as I will replace all of the road segments in a particular area when a broken one is identified. 11) A pair of FG-42s have been added to the map. Admins may wish to turn them off in their configurations. I'm leery of adding them because they are too powerful (the scope does not unseat after a round is fired like a standard sniper rifle does). 12) A few additional satchel spawns and anti-tank ammo spawns have been added on the map. They are on 30 sec respawns. Also added 2 more flamethrower spawn points (also on 30 sec respawn). 13) Fixed some of the uneveness in the Farm area, but there's a lot more to be done. 14) Added rocks and foliage around the North Bridge. 15) Fixed the exploit where players could hide in the treeline on the southwest side of the German Spawn. 16) Added additional VCLOG data to the map (which is the major reason why the BSP and PK3 are getting larger). This should help players to get more even performance across the entire map. 17) Reworked terrain around the bases. It should now be slightly easier to jump through the side/back windows of a breached base. Known broken (or possibly broken) or outstanding issues: 1) The DOM gametype is broken and I didn't have time this week to examine why. 2) There are still two russian bunkers in the Russian spawn area that need to be detailed. 3) Hill 13 possibly needs some foxholes. 4) The fence lines in the East Farm area are still incomplete. 5) I may remove one tank from each side in order to add a jeep to each side. Unsure yet, waiting to see how it balances out in Beta #2. 6) No crater holes on the map yet. I keep meaning to add them. There are also other missing details such as changing the color of the lamps inside of bunkers and adding the flag poles during BAS. 7) Haven't added CTF yet. 8) Didn't get around to adding a flowing water sound to the riverline. 9) Still some trenches left to replace or to be added in various locations. I'm thinking of adding a few tunnels in the Farm area. Misc Notes: 1) We're running a 20-sec bomb plant time on the .76 server. The default timer is 15 seconds to plant. That extra 5 seconds is just enough to give defenders a slight edge, yet the plant vs success rate is still 63%. This post has been edited by ScrapyardBob: 04/16/06 5:05pm -------------------- |
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| ScrapyardBob |
04/26/06 11:35pm
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#2
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Major ![]() Group: {MOB} Posts: 814 Joined: January 6th 2006 Member No.: 1519 Xfire: scrapyardbob |
Just a note, v098 that is up on the Test server really isn't production quality. I messed up the splash screen and it does say "Beta 3" instead of "Beta 3 Preview". (Heard that someone, somewhere was running v098 on a server... good luck to them!)
... Changes in v099 - Raised the G3 base up about a meter, which should make it slightly more vulnerable to firing solutions from across the map. Personally, I think G3 is the most interesting of the G bases to defend, so I don't plan on doing much else to it. - Lowered the ridgeline tops just east of G2 (West Farm ridgeline). This should make it easier to hit G2 from across the map. - Lowered R3 about 2 meters which should make it much harder to hit. Since R3 can be easily shelled from Glacier Pass, this is a good trade-off. - Balance-wise, R2 is the hardest to hit across the map (so far). But all of the russian bases have been fairly easy firing solutions from the G3 tank scrape. By making R3 harder and making G2/G3 easier, it should even things up a bit. - Made the R1 tank scrape slightly stronger. -------------------- |
| Cpt.Canuck |
04/27/06 9:19am
Post
#3
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Second Lieutenant ![]() Group: {MOB} Regs Posts: 443 Joined: January 3rd 2006 Member No.: 1511 |
- Lowered the ridgeline tops just east of G2 (West Farm ridgeline). This should make it easier to hit G2 from across the map. - Balance-wise, R2 is the hardest to hit across the map (so far). But all of the russian bases have been fairly easy firing solutions from the G3 tank scrape. By making R3 harder and making G2/G3 easier, it should even things up a bit. Bob, what benefit (to playability) does the ability to shell bases from across the map bring? And, have people already figured out the coordinates to shell bases from across the map?! I havent played for a few days, but hadnt seen it done up to that point. Just one of my biggest pet peeves, thats all... -------------------- ![]() |
| Stickman |
04/27/06 10:55am
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#4
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![]() First Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() Group: Forum Member Posts: 115 Joined: October 9th 2005 Member No.: 1374 |
Bob, what benefit (to playability) does the ability to shell bases from across the map bring? And, have people already figured out the coordinates to shell bases from across the map?! I havent played for a few days, but hadnt seen it done up to that point. Just one of my biggest pet peeves, thats all... Is second this concern. I would think you'd be doing whatever possible to PREVENT long range shelling. I find it excruciatingly boring to sit in one spot mindlessly shooting off into the distance. Unfortunately, in Barb, if your team wants to win, someone has to do so, so often I do. Cross map shelling also seperates players into two groups; those that know the magic spots, and those that dont. Skill has nothing to do with it. God help the team that finds itself with fewer players that have the knowlege. Despite the "no stacking" rule, quite often one team (usually the russians) has FAR more MOB members than the other, due mostly to the fact that on vent, you prefer to talk to team-mates. This already causes team imbalance. Imagine the slaughters that will occur if cross map shelling becomes common. No thanks. The one spot on barb where cross map shelling is interesting is the Russian center pak. It can hit all the german bases, but is far enough forward and exposed enough that anyone manning it is very vulnerable to attack. It contributes to making that pak a very valuable strategic point. If each side had a vulnerable forward pak that could reach bases, it might be interesting. The G3 tank scrape in Tuchola is the antithesis of that. It is WAY in the rear, and very easily defended. Should cross map firing solutions become widly known every game will become "attack/defend G3 scrape until russian bases are open, then attack/defend bases". Every game. Because it's the best way to win. A map with a "best way to win" is ALWAYS less interesting to play than a map that can be won many different ways. I have never seen cross map shelling on Tuchola. I hope I never do. If it becomes anywhere near common, I will consider it a major flaw in what is universally recognised as an outstanding and groundbreaking map. Bob, why do you think the possibility of cross map shelling will improve the map? I just dont get it! -------------------- ![]() |
ScrapyardBob Tuchola Forest Beta2 Feedback 04/16/06 5:03pm
ScrapyardBob Filename for beta #2 will be: mp_uo_tuchola_b1.pk3 04/16/06 11:35pm
ScrapyardBob Download link for beta #2 mp_uo_tuchola_b1.zip (74... 04/17/06 8:59am
ScrapyardBob If you were on the .76 server during restart, you ... 04/17/06 9:12am
logik running on anarchic-x now as well 04/17/06 9:26am
ScrapyardBob I think CuF-League is also running Tuchola Forest ... 04/17/06 10:06am
Silver
I think CuF-League is also running Tuchola Forest... 04/17/06 1:27pm
ScrapyardBob Smoke would be a server-side (client-side?) mod su... 04/17/06 4:56pm
ScrapyardBob Things I plan on changing in Beta #3:
- The inc... 04/17/06 5:23pm
HammaTime Scrap, all your changes are great! I really li... 04/17/06 6:40pm
logik Scrap, all your changes are great! I really l... 04/17/06 7:32pm
Cpt.Canuck
I continue to moan about the After-Hourz tanks.... 04/18/06 8:04am
The-Crazy-Norwegian
I continue to moan about the After-Hourz tanks... 04/19/06 3:47am
HammaTime
The Elefant is one of the reasons I DO NOT play... 04/19/06 9:02am
ScrapyardBob - Need to fix the bazooka box at the NE mortar spa... 04/17/06 9:30pm
logik was firing on R3 from the NE and backed my jagd in... 04/17/06 11:39pm
HammaTime was firing on R3 from the NE and backed my jagd i... 04/18/06 7:50am
Stickman
Our solution is quite obvious ... we never back ... 04/18/06 9:02am
ScrapyardBob I'm adjusting game balance to be based on stoc... 04/18/06 9:30am
Sgt. Thomas Bob,
I love the FG42, i can't use it for shi... 04/18/06 9:34am
Stickman Bob,
I love the FG42, i can't use it for sh... 04/18/06 9:54am
ScrapyardBob Stats from today's play:
101 bases destroyed,... 04/18/06 10:15pm
ScrapyardBob Stats for the week:
http://8.9.4.75/Barb2_7day_st... 04/19/06 7:55am
logik i would tend to say that this map is nicely balanc... 04/19/06 11:34am
Silver YAY!!! we have to scrim BHC as well on... 04/19/06 12:01pm
ScrapyardBob Stats for the week (includes Sunday which was usin... 04/20/06 8:58am
Lord Lipton Bob, its unbelivable how much i enjoy this map. it... 04/20/06 12:18pm
UNDEAD 1 map in my opinion is very balanced as i mostly end... 04/20/06 1:05pm
Assault trooperPolska
11) A pair of FG-42s have been added to the map... 04/20/06 1:13pm
Silver I have an I dea for Beta 3 but it would have to be... 04/20/06 1:36pm
Lord Lipton what does beta1, bet2, beta3 mean?
silver... 04/20/06 1:42pm
ScrapyardBob In software development, you move through phases..... 04/20/06 3:46pm
Silver sure bob dont pay me no mind.... :( 04/20/06 3:55pm
ScrapyardBob updates for Thursday
1089 bases planted this w... 04/21/06 10:12am
ScrapyardBob Fun link:
http://www.game-monitor.com/GameServer... 04/21/06 10:29am
ScrapyardBob A few other servers have picked it up as well (mos... 04/21/06 11:08am
Ashes Hey {MOB}...
Just wanted to tell you that I find ... 04/21/06 12:18pm
ScrapyardBob If you are to share it with others, let me know..... 04/21/06 12:56pm
Stickman Hi all.
Bob, I found a spot where my tank got stu... 04/21/06 12:50pm
logik Beta #3 will probably come out middle of next week... 04/21/06 11:35pm
ScrapyardBob 's up to you, I plan on doing roughly weekly b... 04/22/06 12:46am
ScrapyardBob Stats for Friday:
1328 plants
736 destroyed (55%)... 04/22/06 9:45am
ScrapyardBob A more thorough examination of the log files (than... 04/22/06 10:05am
ScrapyardBob Still working on Beta #3
- The raindrop effect in... 04/24/06 2:57am
Von Pappenhiem Great scenario...my only feedback is that the vehi... 04/24/06 10:04am
logik honestly if you ask me 3 beta's is enough... ... 04/24/06 11:14am
Druid
honestly if you ask me 3 beta's is enough... ... 04/25/06 2:42am
ScrapyardBob Vehicles: If someone wants to spend a few months d... 04/24/06 5:32pm
ScrapyardBob (evil evil laugh)
Okay, I got the random foliage ... 04/24/06 7:22pm
ScrapyardBob Okay, reworked it even more... there are now (5) t... 04/24/06 8:11pm
)--S@B0T--> Nature sound effects too. What will the Master th... 04/24/06 9:59pm
ScrapyardBob I went through the stock sound effects again, noth... 04/25/06 12:53am
ScrapyardBob Been mucking with the river sounds this evening. ... 04/25/06 7:52pm
ScrapyardBob v098 is up on the test server (70.42.41.170), this... 04/25/06 10:56pm
ScrapyardBob Don't think the river sound is working in v098... 04/25/06 11:24pm
ScrapyardBob Upcoming fixes in v099 (beta 3 preview).
- Fixi... 04/26/06 11:15am
Stickman Thanks for moving that ladder in the Russian spawn... 04/26/06 2:25pm
logik There is no reason why you should pay hardly anyt... 04/26/06 2:44pm
logik Been mucking with the river sounds this evening. ... 04/26/06 3:05pm
ScrapyardBob Vehicle Balance, 64 total entities, max 48 active:... 04/26/06 3:06pm
ScrapyardBob The random sound effects added only (5) script ent... 04/26/06 3:19pm
ScrapyardBob Gamestate double-check:
- single-player connecte... 04/26/06 4:16pm
Silver
- Lowered the ridgeline tops just east of G2 (W... 04/27/06 6:25am
ScrapyardBob I take back what I said about the difference in th... 04/27/06 12:39am
ScrapyardBob - Need information on any clans that are running T... 04/27/06 5:06am
ScrapyardBob From a strategic standpoint, the faster you can br... 04/27/06 11:06am
ScrapyardBob ...
Specific goals for ease of long-range shell... 04/27/06 11:34am
ScrapyardBob Game balance for Beta #2:
10 days of log files ... 04/27/06 11:47am
Silver I as most of you have seen do not play (intentiona... 04/27/06 12:54pm
Stickman LOL! Unsurprisingly, Bob, you have once again... 04/27/06 6:04pm
Cpt.Canuck Yes, Silver, for the love of god do not post scree... 04/27/06 8:18pm
The-Crazy-Norwegian Yes, Silver, for the love of god do not post scre... 04/28/06 8:10am
ScrapyardBob - Identified and fixed pak guns in v098 that could... 04/28/06 12:08am
ScrapyardBob Other notes to myself:
- Need to add a few 3-si... 04/28/06 11:19am
Silver
Other notes to myself:
you ever gonna answer the... 04/28/06 3:28pm
ScrapyardBob - Giving up on the idea of making the kerosene lan... 04/28/06 3:58pm
Stickman
- Added a trench on the opposite hill (east side... 04/28/06 9:40pm
ScrapyardBob - Added victory images (such as they are). Pretty... 04/28/06 10:54pm
ScrapyardBob Things left to do before beta #3:
- Finish CTF...... 04/29/06 12:32am
ScrapyardBob - Gotta redo the in-game maps for Beta #3... 04/29/06 12:43am
ScrapyardBob - Adding a CVAR called "syb_rustlenoise... 04/29/06 1:45am
ScrapyardBob - Cutting some redundant ammo spawns to save games... 04/29/06 10:16am
Stickman Here's a suggestion, Bob: On the map, show pa... 04/29/06 2:57pm
ScrapyardBob Yes, I need to texture the inside of treelines wit... 04/29/06 3:24pm
Unterofficer Sandy just wanted to say great maps... both forest and b... 04/29/06 6:54pm
oNe I got stuck today here are the screens...don't... 04/29/06 7:26pm
ScrapyardBob Good find, oNe. I had already moved the barrel in... 04/29/06 9:26pm
ScrapyardBob A closer measure of gamestate for BAS between Beta... 04/30/06 5:15am
ScrapyardBob CTF despises me... (and the tutorial really isn... 05/01/06 12:17am
Silver hole.... 05/01/06 10:52am
Silver
hole....
? 05/01/06 1:22pm
ScrapyardBob This is the pak gun where the wall is going to be ... 05/01/06 1:14pm
ScrapyardBob Hole noted, not fixed yet. Gonna take another sho... 05/01/06 2:06pm
ScrapyardBob Gamestate precludes doing anything else fancy to t... 05/01/06 2:17pm
Silver could you eliminate an area of the map by extendin... 05/01/06 2:30pm
ScrapyardBob ?
Might make G1 too easy to defend (the depth o... 05/01/06 3:14pm
ScrapyardBob For those awaiting CTF on this map... I will be pu... 05/02/06 8:47am![]() ![]() |
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