Author Topic: [DTV] Sea Raid - new update 15/06  (Read 4964 times)

0 Members and 1 Guest are viewing this topic.

Offline Malaclypse

  • King
  • **********
  • Renown: 1299
  • Infamy: 146
  • cRPG Player A Gentleman and a Scholar
  • In girum imus nocte et consumimur igni.
    • View Profile
Re: [DtV - official] Sea Raid
« Reply #15 on: May 27, 2011, 10:17:29 am »
0
This needs to be added to some NA servers, for real. Played it on EU last night, love the design, didn't see any exploiting.
You think you're pretty smart with your dago mustache and your greasy hair.

Offline Ozin

  • Duke
  • *******
  • Renown: 584
  • Infamy: 12
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Nordmen
  • IRC nick: Ozin
Re: [DTV] Sea Raid - new update 28/05
« Reply #16 on: May 28, 2011, 07:31:53 pm »
0
New version: 1.00. I think it is quite finished now.

- Reworked AI spawns yet again. The AI *should* flank the two front houses most of the time now.
- A little polish here and there, fixed a couple of areas that AI with horses tend to get stuck.
- Some other shit I can't remember

Download link in first post.

Offline Numptyflump

  • Beggar
  • Renown: 0
  • Infamy: 0
  • cRPG Player
    • View Profile
Re: [DTV] Sea Raid - new update 28/05
« Reply #17 on: June 14, 2011, 01:03:43 pm »
0
Noticed one of the players on my server doing this today. Quickly removed after. I took of SS of me doing it so i could upload them and hopefully something can be done.

http://img.photobucket.com/albums/v380/NumpTFlump/mb2.jpg
http://img.photobucket.com/albums/v380/NumpTFlump/mb3.jpg
http://img.photobucket.com/albums/v380/NumpTFlump/mb4.jpg
Admin of EU_Janissaries_cRPG

Shoot to kill.

Offline Ozin

  • Duke
  • *******
  • Renown: 584
  • Infamy: 12
  • cRPG Player
  • Mappers Guild
    • View Profile
  • Faction: Nordmen
  • IRC nick: Ozin
Re: [DTV] Sea Raid - new update 15/06
« Reply #18 on: June 15, 2011, 01:00:09 am »
0
so I finally did something about this map.. new version: v1.10

changes:
- removed most of those palisade walls at the hill, they just didn't work well
- made certain choke points have a "funnel" instead of sharp corners
- inverted the front right house on one axis
- fixed the roof exploit
« Last Edit: June 15, 2011, 01:02:23 am by Ozin »