Beta2 of my new map, siege_urban, is on the server.
It's a work in progress; there are still things I need to do such as add locations.
Re: Urban
2Server + auto DL updated to b4 build.
Map changes:
Map changes:
- All objs: improved FPS
- All objs: fixed support for Grab's custom med panel model
- All objs: miscellaneous changes to some buildings
- Codes obj: added a lock box to the defense-only liquor store door; offense gunners (NOT jedis) can hack this to unlock the door (gives offense gunners a way to get up)
- Jan obj: fixed the jan occasionally moving slightly outside the hack trigger
- Jan obj: replaced retreat doors with retreat teleporter, since the next obj is now a bit farther down the street
- Swoop obj: added a second route out of defense spawn; allows quicker falling back and prevents being completely shielded off in spawn
- Swoop obj: removed those silly floating claws
- Swoop obj: slightly reduced swoop non-boost movement speed
- Swoop obj: swoop will now explode and respawn if it is driven into the bunker or offense spawn
- Zombies: in zombies mode, offense jedis now spawn in a completely separate room with a teleporter to the middle of the map (allows d gunners to hide anywhere without being seen or heard)
- D scout: reduced HP to 50 (was 75), removed bacta
- O scout: removed bacta
Re: Urban
3Server + auto DL updated to b5 build.
Map changes:
Class changes:
Map changes:
- All objs: all 1-second hacks are now 1.5-second hacks
- All objs: added support for holy shit, defense, and denied rewards
- Codes obj: removed closest balcony ladder to offense spawn
- Jan obj: removed closest balcony ladder to offense spawn
- Jan obj: moved offense spawn farther back (gives defense more time to setup)
- Jan obj: added more cover for defense
- Jan obj: added a second route out of defense spawn; prevents being completely shielded off in spawn
- Jan obj: removed armor and ammo generators from side route
- Swoop obj: moved offense spawn farther back (gives defense more time to setup)
- Swoop obj: the objective can now only be completed if the swoop has a pilot while inside the trigger area (prevents completion by drifting into the trigger area)
- Both witness objs: increased the health of the doors by 50%
- Red witness obj: enlarged and simplified the jumppad so you don't just hit your head on the ceiling
Class changes:
- All gunner classes: added pistol
- Offense HW: increased health to 140 (was 135)
- Offense is now limited to having only 1 tech at a time
- Defense tech's sentries will now automatically explode 3 seconds after an objective is completed (does not apply to the witness objs)
Re: Urban
4Fix flying models on last obj;
Fix NPCs using melee;
Add more fire on last obj so it is clear you cant touch destroyed garage;
Set on fire garbage in red containers or replace them with acid also let us touch containers;
Unsure about O Tech model. O are criminals and he is prisoner. Change his model to Racto or smth.
Fix NPCs using melee;
Add more fire on last obj so it is clear you cant touch destroyed garage;
Set on fire garbage in red containers or replace them with acid also let us touch containers;
Unsure about O Tech model. O are criminals and he is prisoner. Change his model to Racto or smth.
Re: Urban
5Urban b6 Changelog
Map changes:
Map changes:
- Codes obj: tweaked spawns to favor offense a little more (moved offense a little forward, moved defense a little back)
- Jan obj: added a health station to the side route (HP only; no armor or ammo)
- General: added locations (for team overlay/team chat)
- General: improved FPS in a few spots
- General: minor tweaks to a few cover obstacles
- Both techs: reduced max armor to 0 (was 100)
- O scout: added bacta
- O demo: added detpacks
Re: Urban
6Urban b7 Changelog
Map changes:
Class changes:
Map changes:
- First obj: added an extra route out of each defense spawn
Prevents being completely shielded off in spawn. - Codes obj: removed shield generator next to store
This shield generator was too convenient for the defense and resulted in defense getting armor far too frequently. - Codes obj: slightly raised height of garage
Minor quality of life improvement. - Swoop obj: enlarged bunker and moved the armor/ammo generators farther back
Increases the travel time required to get to/from the generators, making armoring up mid-fight less viable of a tactic. - Swoop obj: added an ammo generator in the gap between the garage and the wall
Allows people to get ammo out here, although they have to travel a bit to get to it. - Blue witness obj: moved side door farther back
Makes it take slightly longer for defense to get there from spawn, and prevents all three doors from being blocked off by one shield.
Class changes:
- Defense scout: jetpack is no longer disabled by demp while already active
Defense scout had three counters (scout, tech, and jedi). This change removes the counter that required the least skill. Offense techs playing against a scout now need to focus on damage instead of brainless mouse2 spam. - Defense tech: removed E11
Defense tech was too effective at close range. This encourages more backline play and sentry cheesing (and the occasional clutch pistol shot) rather than just bumrushing into every fight with E11 mouse2, turning it more fully into a support role than a DPS role.
Re: Urban
7Urban b8 changelog:
Map changes:
Map changes:
- Morgan obj: you no longer take fall damage hitting the ground next to the dumpster by offense spawn
- Codes obj: moved box to make it harder for offense scout to insta-snipe defenders running out of spawn
- Swoop obj: reduced swoop non-boost movement speed by 10 percent
- Swoop obj: reduced swoop turning rate by 50 percent
- Red obj: added defense-only door that can be used to get up from defense spawn to second floor of red
- O scout: decreased speed to 115 percent (was 125 percent)
- O HW: increased speed to 95 percent (was 75 percent), decreased health to 100 (was 140), increased blaster ammo to 600 (was 300)
- O assault: increased HP to 150 (was 100), removed big bacta
- D jedi: increased throw to 2 (was 1), increased defense to 3 (was 1), decreased pull to 1 only while your saber is in the air (was constant 2).
- Codes obj: fixed not being able to see laser mines from outside of garage
- Red + blue objs: fixed lando NPCs standing on shields
Re: Urban
9I added an update to classes on the server. Ordinarily this would be a straight-up update to the map, but I don't have any changes to the map itself right now, so there's no point in forcing everyone to re-download when this can all be done exclusively serverside. This can effectively be considered a new map update, since it's a pretty major update to classes.
- D jedi: reduced saber defense to level 1 (was level 3)
- O demo: removed bacta, added big bacta
- O assault: increased speed to 115% (was 100%), reduced HP to 100 (was 150), added bacta
Re: Urban
10Duo wrote: Sat May 19, 2018 6:01 amThe b8 update was intended to buff D jedi's defense while nerfing his offense by giving him def 3 / pushthrow 2 (instead of def 1 / pullthrow 1). Well, it turns out that pushthrow 2 is really good anyway(perhaps better than pullthrow 1) and now that he had def 3 we ended up in an "onasi rush" defense jedi meta. So this should return us to a more balanced state by nerfing his defense, but unlike b7 he now has pushthrow 2 instead of pullthrow 1 so he still has improved range.
- D jedi: reduced saber defense to level 1 (was level 3)
I would like to suggest adding saber def 3 back. I think it was really apparent in our 3s game yesterday that scout became way too meta. To quote ceasar: "now its just a game of dodge the sniper". I didn't particularly have fun in that game. In exchange, I would suggest nerfing the hp d jedi has, so that o tech could counter him, and o jedi could one shot him with saberthrow.