Agreed.. no offense Whisper, but the point of Conquest is teamwork... not the sniper. That was the reason Conquest had 75% damage to take away the one shot capability of the sniper rifle to take away it's power weapon properties. The same reason why Shotguns don't exist in conquest or the sword... it's about focused constant pressure. I appreciate the comments though... the write up on the theory behind building a good conquest map should be up later today. It will be at XForgery, but I will make sure pred gets the info for the book of conquest so you guys don't have to visit us. However I dont' want to post Cellars or orbital on here... no offense, but I just don't like the way maps get criticized over here... to much on looks and not enough on gameplay. Not to down FH, but this is just why I won't be posting Cellars like everyone wants. Please don't start a flame war over this. And Orbital started with Ellement, then he asked my opinion and became a co-creator... there has been ALOT of changes, mainly cuz I had to teach him the theory behind a conquest map.. now he knows and I have faith in ellement's abilities to build conquest maps now.. hopefully my description will help everyone else make smoother gameplay conquest maps...
I wasn't saying anything about the damage, really. I'm just saying that the video of your Conquest version looks exactly the same as every single Conquest V3 game I've ever played, besides the longer respawns.
There is a lot more going on with the spawning system than just "longer respawns". Trust me, I helped with the gametype a bit. Respawning happens when territories are captured, and you respawn with your team. If you actually play the gametype it's a lot different than version 3. The new version of Cellars is also a major update.
Here is the vid for Orbital Conquest before we changed it around ALOT... it is alot cleaner and the weapons are dispersed better... also more distinct territory seperations... for those that don't know the Orbital Conquest is asymmetrical and works well... http://www.youtube.com/watch?v=8SZ3eNOCORs&feature=related Oh and cool Whipser my bad... lots of peole make mention of the damage difference and it really isn't that big of a deal because of the fact that you are being shot by more than just one person, so you die almost just as fast as you would in a normal slayer game... Also special thanks to RST for geomerging on the new Cellars, without him it wouldn't have been remade...
I personally like v3 of conquest and just conquest. They both have their advantages and disadvantages. Personally, having both, people will end up playing conquest more because if they like teamwork, they will use conquest. If they like more individual skill, they will choose v3. To me, its win win situation. Also to AZN, mind looking at my conquest map on guardian. Its in the book and I'm trying to make it better.
Each version of Conquest is fun and very enjoyable to play. It has fast become my favorite game type and I've got three maps in the works for it. So who really cares who thinks which version is better or more true to the original idea. As long as the map is not boring and I don't spend too much time just trying to get to the fight, I'm happy.
However, I do hope that both gametypes are compatible with all maps that are in the book... Any idea if some changes in Azn's new version might lessen some maps' playability?
They should all be compatible. Certain maps will definitely be optimized for one or the other, but I believe that using either game would not make for a bad experience. 1001st post!!! (I'm doing this every time from now on)
Just a heads up Predicide, the links in the OP don't work. They just go to the last page of the thread.
There is a conquest map on assembly fyi. one sec I'll get the name Essentials http://www.forgehub.com/forum/competitive-maps/59218-essentials.html
-updated I'm glad to see that we're down to the last 4 "none" labels (counting Avalanche)... and Desert Rat's about to knock out Highground, I hope. Maybe someone can modify Tunnel Raid to take out Last Resort, or do something with the sea wall. Avalanche should be simple enough, if someone just wants to do it for the hell of it. That just leaves Valhalla... yeah good luck with that one. Overall, you guys are doing me proud... thanks!!
Im making another conquest map on Foundry. I also made a conquest variant on Last Resort. It had 5 territories, and 4 teams. Each team had one "home" territory that was right in front of their spawns. Two teams fought over those territories, then the teams that beat that beat the others wound up in the center territory. I could edit the map, so it was a mini-conquest with only 3 territories, but I don't know. I will set up a testing session to see how it plays.
OK so I can only submit a map on FH? Well ... lolz, here is the new updated Cellars. And for any information that you may need Predicide for the new conquest then the Conquest Description should cover it... also can you mention in ()'s in the Book of Conquest that this is technically v4? Cuz it looks like it is just the original and people don't know to download it...
Would a conquest variant count for Last Resort. Basically I created a "Mini-Conquest". There are 3 territories, and I have edited some of the original Conquest traits to fit the game. I changed the spawn time, and made it so that there is no sudden death, because the game went on way to long with it. It works very well, and after fixing some stuff yesterday, I am ready to test it again. Hopefully spawns will work and if not, I might be able to find someone that can help with that. So, I'll post back here when I have posted the map.
Also Pred... I posted the complete description for conquest here on FH: Conquest Complete Gametype Description
Here is a Conquest Variant I made. Mini-Conquest On Lasting Chaos I tried making something on Last Resort, and this is what I came up with. Although its not made for the actual conquest, its very similar.