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roweboat

Totem Arts Staff
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Everything posted by roweboat

  1. I think showing assists SOMEWHERE / SOMEHOW is actually a great idea. Would give a much better idea of who is actually contributing to the team effort vs who is not.
  2. It's a glitch. It was pretty funny the first time I saw it I think it was also an interesting way to test out the idea of having "multiple" commanders. We tried testing somewhat but I think more testing should be needed before allowing something like that.
  3. roweboat

    Coop vs AI

    !rec @HIHIHI
  4. To best of my knowledge it's being handled best it can as there are a lot of factors that play in to those problems (DDoSing, more people using the internet now, server load being taxed)
  5. I mean lets be honest, it would always be the same 3-4 people who would win
  6. I really dislike that style of gameplay. I hear it's popular with the youngins tho
  7. @Tytonium respectfully, I still feel, if a map is made extra large and open (daybreak, outposts, eyes, etc) they should remain that way. With large player counts basically all maps play the same. Without going into details, I feel as the player match ups get above 20 v 20, the game play experience gets watered down, so to speak. I mean it would be great if we simply had enough players to cater to everyone's tastes, but at the moment we really don't. Like back in the day when both Marathon and Timed matches were readily available. Sometimes it was great knowing I could go in to a match and not give a care when it would end or how it would end... or other times... beating the other team by 100 points when the timer hit zero. What a thrill =D
  8. Personally I think at 64 player count, this FPS-RTS hybrid loses most of it's strategy and just becomes an FPS slaughter fest. Lower player caps allow for more strategy and more clever planning. Heck one of the best matches I played in recent memory was about 15v15. NOT every point of the map should be covered at every second. It can be alot more thrilling. And lonely? I don't buy that, if the map is that big. It should have wide open spaces. Not every renx experience should be a clusterf*ck like Snow.
  9. It's like watching a chess master play against a bunch of monkeys who were just taught chess yesterday.
  10. nice! i forgot what happened to mine sadly.
  11. That's basically every feature of the current design
  12. Id still argue having something like that available for the commander to setup a current "goal" or "objective" would be nice. Instead of having to constantly spam text.
  13. Also secret objective is to rescue General Fobby.
  14. Cpt Winters was an absolute legend following the invasion in Normandy. I can't speak to the scene with Capt Speirs, not sure how authentic it is, but basically I take alot of inspiration from Winters on how to charge into battle. I forgot when/where exactly, but one time his men are trapped on either side of a road, unable to move due to fear, and Winters is running back and forth across the road, dodging gunfire, to rally his men to move forward and take the outpost. Eventually they do.
  15. That still wouldn't solve the problem of the buildings simply being too far apart from each other.
  16. Also, good intel is key. Know where your enemy is. Watch for who is picking up crates, that can give you an idea of where people are (assuming you know where crate pickups are). know where snipers are. Ask others to help you keep tabs on enemy movement.
  17. This map has alot of chances for improvement =D
  18. So it's Fort. I'm wonder what sort of changes you guys have in mind/ for planning? All i noticed was the addition of these walls along the base entrances, which I think is a good idea. (and of course the Medical center and TS vehicles don't work) Fort was always one of my favorite maps, one change I feel the map needs though: The buildings take too long to get to each other. I always thought the idea of teleporters between the buildings could be a need idea (exactly like used in Deadlywolf's Temple in Hourglass), or at the minimum unarmed transports that spawn in base (but explode if they leave the base).
  19. okay Sarah helped me figure it out. Your Zip is missing on config file to show it in game. I barely know what i'm doing, but I'm testing the map now lol
  20. @kiraWhen i copied the files over, the map doesn't show in-game and when I try to join a match, I get an error saying Environment mismatch or something. Ok verified game integrity to fix the Environment problem, but the map still doesn't show in game to select.
  21. oh I will check it out when I have time later!! Thank you
  22. Stick to a plan and don't take bullshit from nobody.
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