Small Request for Mappers -1 reply

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StrangerThanFiction

I live on Gaming Forums

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6th October 2003

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#41 13 years ago

To add to what Lobo said, we do not mean to say that no-one can ever touch our stuff and make changes. Lots of people do this with minimods, fan maps, texture and sound packs, AI enhancements and so on, and we are very happy to have them do it. But with all of these things, the players understand that they are playing a modified version of FH, which they have knowingly chosen to download and install.

The problem with SSM is that players who are not very knowledgeable about the mod may have no idea that these alterations have been made. Whether the changes are good or bad (in our subjective opinions) is kind of irrelevant--some changes like Panthers in North Africa, are much more annoying than more minor changes, but it is the changes themselves that are the issue. Some servers that use SSM, put up server messages about it, which is better than nothing, but these messages will not be meaningful to many players, and don't seem to give details (from what I have seen) about what the changes are.

We would prefer to take full blame or credit for our own work, not for what someone else did without our knowledge.




ctz

FH Devolver

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17th May 2004

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#42 13 years ago

i agree with all FuzzyBunny's points :nodding:




ras2

Optimized Shambler

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25th July 2006

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#43 13 years ago
Real-BadSeedAnd i havent noticed any glaring unbalances on any of them, from watching how they play on full public servers. :D

yeah. I would say that the three Stuka kits on Fall Gelb should be removed, not so much because they imbalance the map (though they certainly do), as because people get fed up with getting killed over and over (and over) by them right after spawning; with three kits, you can keep up a near continuous wave of Stukas. I suspect that's one of the main reasons people aren't very fond of that map (the lag doesn't help).

In my experience, it plays well when axis don't use the kits. That just doesn't happen very often.




foodmaniac2003

Gelato pwns all

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11th March 2006

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#44 13 years ago
ras2yeah. I would say that the three Stuka kits on Fall Gelb should be removed, not so much because they imbalance the map (though they certainly do), as because people get fed up with getting killed over and over (and over) by them right after spawning; with three kits, you can keep up a near continuous wave of Stukas. I suspect that's one of the main reasons people aren't very fond of that map (the lag doesn't help). In my experience, it plays well when axis don't use the kits. That just doesn't happen very often.

I was just there as French. It was a massacre, especially in the Fortress, and because it was our last spawn left, Holster racked up kills in the 50's and often killed 10+ people in one run! :eek:




ras2

Optimized Shambler

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25th July 2006

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#45 13 years ago
foodmaniac2003I was just there as French. It was a massacre, especially in the Fortress, and because it was our last spawn left, Holster racked up kills in the 50's and often killed 10+ people in one run! :eek:

yeah, kind of ruined the fun for me too (and I was on axis...).




Real-BadSeed

Science experiment

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5th December 2004

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#46 13 years ago

im planning to do a SSM for wolf for "fall gelb", im replacing the stuka kits for that reason, as you say they dont unbalance the map, necessarily. but you are right they are way overkill, and make the map less enjoyable. :) (this is one of the issues i already had realized, that i mentioned earlier) im also going to remove the mines from the mine field, as i suspect they may be part of the reason for all the lag. and the main reason i decided to SSM the map at wolf. and the minefields arent really doing much anyway, so they wont be missed.




ras2

Optimized Shambler

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25th July 2006

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#47 13 years ago
Real-BadSeedim planning to do a SSM for wolf for "fall gelb", im replacing the stuka kits for that reason, as you say they dont unbalance the map, necessarily. but you are right they are way overkill, and make the map less enjoyable. :) (this is one of the issues i already had realized, that i mentioned earlier)

Looking forward to that. Thanks.

im also going to remove the mines from the mine field, as i suspect they may be part of the reason for all the lag. and the main reason i decided to SSM the map at wolf. and the minefields arent really doing much anyway, so they wont be missed.

No, it seems like people just drive at them again and again until they get through anyway (always puzzled me a bit).




Real-BadSeed

Science experiment

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5th December 2004

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#48 13 years ago

im also adjusting the bleed on tulagi, so it bleeds faster when axis lose all their island flags. now the map wont play a whole hour no matter what, even when axis dont have any flags but their uncappable.. the main complaint for this map, besides the usual "its too laggy" :D




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#49 13 years ago

Gah, I kind of like the endless Tulagi battles. It's cool re-taking the island from a sub :P