lol... starting to understand how game devs feel, and consequently, the whole "keeping fans happy" aspect of it... "soon... soon" yea yea we'll believe it when we PLAY it. With that said, I believe I have fixed/enhanced the Navs to a point where everything seems essentially perfect. The three original shared maps (non-HCS) are now outfitted with the new 1.1 version of the prefabs (< to be published as soon as we are sure they are good) Please test ASAP so if something is still broken, we can pursue fixes this evening, but I am feeling pretty good about it now. HCS Maps will come out tonight if all goes well! For Scripters: The workaround for dealing with dead players not receiving navs for sites capped while they were dead, wsa not ideal. It was repeating the action after 10.1 sec, but it was not very cleanly presented. Also, there is a good chance someone will cap it within that timeframe, which would result in the wrong earlier nav replacing the new one. So, I took some advice from the Scripter's Guild, where it was suggested that often times, the best way to handle navs is to have them repeatedly send out the update for what the nav should be. This increased the number of pieces used by 2 more, as my preferred method for turning these repeated timer scripts is to have a brain despawn when the navs contained in it are not needed. The repeated nav scripts are set to NOT "Always Run", and so they simply don't update navs while they don't exist. The appropriate one spawns in as the prior one despawns, for example. It is VERY smooth now! And, bonus... now that navs are continuously updating, new joiners will no longer need a temporary nav (the yellow one) saying "Objective". Now, they get all of the situational navs as soon as they join (within a sec or two). So, while overall this new approach costs more scripts and piecees, it is nice to be able to remove this older "Band-aid" solution for new joiners.
Making last minute adjustments to the maps, so don't DL them just yet. EDIT: @ExTerrestr1al Ok, They should be good to go. Just keep in mind the bottom mid site on Empire is slightly hidden under a Stronghold terminal in Forge.
No worries. I was really tired anyway. I will decide what i wantbto do with the site markers. I like them, but not 100% on keeping them. Do youbthink we need to ve super precise onbthe locations matchingb where you placed these, or if i feel they should move a few units, does it cause problems? Also, i may take some liberties with some of the locations if they seem too open to crossfire or too protected. One on eden seems very vulnerable and one on plaza in elevator seems too hidden... well see.
Yeah the markers should ideally be directly under the beacon. Placement stuff was pretty much where the most thought went in. I tried to establish where the sites would do best while also making the marker look good. I'm pretty confident that there was no compromise in that sense, nothing was sacrificed. I accounted for three factors when deciding where the beacon should be located. Those being sightlines, nade spam, and equal travel time/division. If the locations do not do well in testing I'd be more than willing to relocate, but first I'd like to hear what people from the competitive community have to say. Let me see if I can explain my logic... Eden: I assume you're referring to the site near the LightRifle on Red Side. Besides accounting for nades and division, the site is exposed for a spread out defense scenario. Pretty much punishing defenders for hugging the beacon, while also pushing attackers to make a coordinated attack in order to prevent being caught with their pants down when converting (I.E. making sure most to all of the other team is dead). Plaza: If this is in reference to the bottom mid site, pretty much the same idea. Only main difference being its primary purpose is to serve as an intense inital push off the start of the match being the first active site. Being a more closed-in location it obviously implies the use of many nades. Most people would throw their own off spawn, taking out anyone antsy enough to convert immediately at the start. After that it pretty much follows the same logic as the Eden site.
They are ready! HaloWC version maps (Mercy unshared momentarily) Floor markers blink during intro cameras, but are despawned after that because some floors it created an unavoidable bump.
damn, it probably got unshared. It reqiured a bunch of in/out of forge so It probably didn't get set back. That will be up this evening
https://www.halowaypoint.com/en-us/...restr1al_a2a57a6a-e405-4bd0-ac6e-a4acbb77820d Idk, a direct link might work even if not visible... i think this is something i've done before...
since this has been re-released, I have not seen any bugs or any undesirable things happening, so I think it's good! I did just do a few small/med tweaks yesterday... Notification nav near beacons now correctly say "reset" when the initial cap progress is reset. THis teaches players how to use the buttons much better. Same navs are constantly removed for team currently holding the beacon site - no more confusing message sent to players. SMaller range for seeing "A, B, C" (35 units) Prefabs have been given to @purely fat , and set to shared. I will have a prefab page up soon...
Also, promote this ****! Get it out there, posted to other forums, etc.!!!! I want to see the new maps played!
will someone please try to post over at Team Beyond about Extraction? Please do your best to promote and link to the gametype/map pack page here on FH. I cannot seem to create an account there... it says it will not allow @hotmail or @yahoo email addresses. I'm not starting a new one just for one site... please help. Thanks,
I do, but a topic over there won't get that much attention, either. The best thing I could do is post a link in the H5 thread and hope for the best. Maybe contact Vetoed to try it again on stream? That's probably the biggest chance for publicity I think.
i kinda feel bad, you made a gamemode in a dead game that was never really that big to begin with, its no surprise that nobody is making maps for it
^^^^^ YOO DOO THEES NOAW! Has anyone remade that H4 map we played a ton of Extraction on? What's it called. I only ever remember "red outside donut map". "With a hanging warthog carcass." This gamemode can get steam behind it. Might take a little coordination between testing lobbies, customs, maybe a special event. And if it looks like it can get into matchmaking (like Extermination) then forgers who got their maps done early will have a HUGE advantage. Hey @Arpod , do ya think your top notch cavern map would make a good Extraction map? That's the one that immediately comes to mind.