Mod Requests

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tonawandares
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Re: Mod Requests

Post by tonawandares » Tue Mar 20, 2018 11:26 pm

mali,

The middle flag (railroad station control point) is active by default in the ctf game.
It apparently became a rape festival so I deactivated it.
I tend to agree with you that there needs to be a control point active. It provides a battle for control and a spawn point.
In your view of the map, I would say the control point just south of the railroad station control point makes sense. It seems more central to the overall map.

I want to avoid having to go back every other day and tweak something, pack it up and then for trench to load it. It's counterproductive to what I'm trying to accomplish. I did submit the middle flag immediately because it was a raping situation and none of us like that.

I did consider spawn trucks but I don't believe you'd have many options for driving them around. The spaces between buildings wouldn't afford any maneuverability...they trucks don't fit.

tona

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Re: Mod Requests

Post by ryeontherocks » Wed Mar 21, 2018 5:47 pm

i agree with mali as well--there is 2 strong trains of though on this...patches and raven say its takes away from the main part of the game and punch and i feel like mali that the game is far more charged with the middle flag...i find it very interesting how one flag can completely change the feel and dynamics of the game....i sorta understand why people felt it was overpowering to have that middle flag...but the score was never more than 1 point different than other team after 4-5 games of play it was always even....when i played it with no center blue got 3 flags...the idea of having a middle flag was to prevent too many guys from sitting in main base like it is now and force them to bring there all out game, personally i loved it with middle flag and i dont think we have to make any quick decisions in changing it but i would at some point really like to put that to the test with more time on server for both options...great work thanks tona
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Re: Mod Requests

Post by pistol » Thu Mar 22, 2018 1:17 pm

tona,
good work sir. El Al was fun the other night. kudos on your efforts.

Map: stalingrad CTF
Description of modded concept: No more railroad flag (already done - good call, that position is damn near impossible to recapture), but put the two other spawn flags on (north and south buildings). If it becomes a rape-fest we can always try just the south building or far south along river as spawn point maybe?

sidenote: fast moving small vehicles really make that map better.

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Re: Mod Requests

Post by tonawandares » Thu Mar 22, 2018 1:49 pm

pistol wrote:tona,
good work sir. El Al was fun the other night. kudos on your efforts.

Map: stalingrad CTF
Description of modded concept: No more railroad flag (already done - good call, that position is damn near impossible to recapture), but put the two other spawn flags on (north and south buildings). If it becomes a rape-fest we can always try just the south building or far south along river as spawn point maybe?

sidenote: fast moving small vehicles really make that map better.
Well...as I found out, there are two schools of thought on the railroad Control Point and each has its merits.
I believe it depends on the type of player you are and what your interests are in gameplay. I'm not a flag taker per se. And I can only stay on defense for a little while. So I'd be one of those at that flag getting pissed that I'm being snipe raped at spawn. Initially, I intended on paradrops; center map and avoid hard spawn points. Snipers can still kill you but the paradrop soldiers keep raining down so it makes snipers uneasy.
I guess we will see what needs to be done in time for overall gameplay experience and make those changes. I think we now have a good foundational map to do that very thing.
Keep on the lookout though because I've come up with a very doable option that might be acceptable as a compromise to everyone and I almost bet it will put a smile on your face...stay tuned.
tona

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Re: Mod Requests

Post by ryeontherocks » Thu Mar 22, 2018 2:46 pm

well in life and modding having too many good options arent really a bad thing :D
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Re: Mod Requests

Post by HairyRussianDude » Thu Mar 22, 2018 9:59 pm

New Berlin.
I can live with Blue's new flag location. Its much like the Axis base now.
Alley spawn has to go.
Not digging the weapon caches of each others guns. Team specific spec ops, 50 cals, and scorpions would be sweet though.
Control point in E5 to make it like the new stali. Give some heavy armor or something to entice controlling it.
Bring the trucks back to red instead of humvees all around.

Opening up the other side of the river was mentioned. I think this is a waste of time as there is no reason to hang out there. No high ground for snipers either.
Adding a 50 back to the old blue main was mentioned. No need. The machine gun in e4 points to blue's alley and red's alley. Just control it. The one pointed east can be deleted though as it only affects blue.

I do pat you on the back again tona.

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Re: Mod Requests

Post by tonawandares » Thu Mar 22, 2018 10:37 pm

I appreciate everyone's input, I really do. I'm just trying to freshen things up.
I realize that Berlin is a major change. The concept wasn't mine but the thought of an open Blue main was appealing. It is much like Red.
But what about the old Blue Main? What use is it?. A couple of things to think about. I took the sandbag .50 out to open that area. I know the old spawn point is annoying. I spent quite a bit of time trying to figure out how to comment the spawn points. I'll figure it out and it will be gone. Had I left the sandbag .50 in with existing Blue spawn points it would essentially give Blue a second main. I'm working on it. I even considered adding more Red Spawnpoints to counter that inconvenience.

I believe in time, red is going to figure out the strategic aspect of the alley fight in reverse. If Red can get to the building overlooking the new Blue main it creates a distraction for Blue. Someone has to cover it to prevent backdoor havoc...yep, I said back door...
The idea of opening the only available control point is tempting. So how many noticed the personal score improvements? What a difference. The weapons wall was designed to help blue having an unconventional main. I thought it was a good addition so I did it to red. I also have a patch to update Stalingrad's mains with a similar weapons wall.
The idea behind opposite team weapons kits is because it creates hesitation when you confront the other team in different gear. And in an intense firefight, the hesitation is a real factor.
The humvee on both teams was requested. Mainly to provide a full 360 turret, but it also provides a source for health. Between them and the weapons wall shottys, you can heal up and move on.

Anyway...I'm just trying some things out for the sake of the server.
ALL of our original mods for every map are fully intact and can be reverted literally in minutes. I am producing patches or builds from our staple of maps and I've really been at it since I got the download March 2nd.
I will be working on Bunkers CTF next. When I'm ready to release it, I will submit updated patches on the maps I've just completed. based on your feedback.

No one is going to hurt my feelings. A decades-long marriage to the same woman, enlarged prostate, crepe skin, and a lack of interest in porn have drained what little pride I had left after my second colonoscopy.

thanks all for the support and the constructive criticism. Ultimately, it is in the hands of those who manage this server what comes and goes. I'm just offering up a new doo
~ tona ~

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Re: Mod Requests

Post by HairyRussianDude » Fri Mar 23, 2018 10:24 am

tonawandares wrote:I appreciate everyone's input, I really do. I'm just trying to freshen things up.
No one is going to hurt my feelings. A decades-long marriage to the same woman, enlarged prostate, crepe skin, and a lack of interest in porn have drained what little pride I had left after my second colonoscopy.
This was intimate, completely unnecessary, and just made you one of my favorite people.
I laughed pretty hard.

The new flag placement is in a good spot tona. As I said, its more like the axis main now. Unfortunately I think the alley will just be dead space now.

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Re: Mod Requests

Post by jolly_mario_batali » Sat Mar 24, 2018 12:41 am

I leave no specific comments on any individual map modifications but am just giving a shoutout to Tona for pouring so much time and effort into this. The creative energy is undoubtedly a boon to the server.

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Re: Mod Requests

Post by tonawandares » Sat Mar 24, 2018 8:49 am

jolly_mario_batali wrote:I leave no specific comments on any individual map modifications but am just giving a shoutout to Tona for pouring so much time and effort into this. The creative energy is undoubtedly a boon to the server.
Thank you.

Lost Village -
I'm working hard on a solution to Lost Village. I ran across some very good resources late last night on how to possibly solve the issue of runaway helos. When I get to test it and it works, I would think helos would make a return.
Someone made the comment that we traded helos for car bombs. That was never the case. We "added" car bombs and removed the helos until I could come up with a modification. I just might have found it.

Stalingrad -
I'm testing a possible alternative to an actual control point (especially the center railroad) being activated.
If I can find the right vehicle, I intend on adding just a few more small, zippy scooters from BFVN while opening up a bit more gameplay in the Conquest Blue Main area.

El Alamein CTF -
I've added two Humvee_miniguns to the map. These are really sweet DCF vehicles. There are also comments, both positive and negative, regarding the A10_C (C = Clusterbombs). Should it return?
Someone pointed out the amount of AA available now. I don't want to soup up the frog with cluster bombs but an NE/NW Town Harrier_C could be added. (or located anywhere)
In testing, I found that I had missed a couple of land vehicles needing the glass-bottom fix. Those have been applied.

Berlin -
I think I have the extra Blue spawn about sorted out. Someone mentioned adding a Control Point. Since Blue main is now near one of those it would have to be the only one left which I think might be B or C5?
Thoughts?

DC_Weapon Bunkers CTF -
I've just gotten the .rfa packed and began layout out the map.

~ tona

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Re: Mod Requests

Post by HairyRussianDude » Sat Mar 24, 2018 12:39 pm

E5 spawn in Berlin with some sort of heavy vehicle as incentive to hold it.

Awesome news on the other maps!

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Re: Mod Requests

Post by Trench » Sun Mar 25, 2018 11:38 pm

jolly_mario_batali wrote:I leave no specific comments on any individual map modifications but am just giving a shoutout to Tona for pouring so much time and effort into this. The creative energy is undoubtedly a boon to the server.
I second that. I was able to jump on to El Alamein CTF on Saturday, and for an ultimately zero-zero tie game, there was a hell of a lot of action going on. Thanks again for all the work on this Tona, and looking forward to the future maps when you have time for them.

And now, back to your modification request thread, already in progress....

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Re: Mod Requests

Post by CJ (Crash) » Mon Mar 26, 2018 6:02 am

I've only played the new rotation once, but it went really well. I think 2 days ago.

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Re: Mod Requests

Post by tonawandares » Mon Mar 26, 2018 1:34 pm

The final configuration for El_Alamein was submitted this morning and is now loaded onto the server.

You will find a couple of sweet Humvee_miniguns active in the outlying towns and an AV-8C.
The Cluster bombs on the A10 have made a triumphant return, as they should. There is enough weaponry to effectively counter its deadly power.
This will be our new El Alamein CTF, love it or leave it. I'm moving on to tidy up some mods in transition and then on to more adventures.

Be sure to post ideas in this thread. It might be a while before I get to it, but it will be here. If it works, it will be employed and tested.
Thanks to all for your support and contribution.

` tona

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Re: Mod Requests

Post by Mali Mrav » Tue Mar 27, 2018 9:51 pm

tona we all have request for
DOCKS
plz remove that anoying spawns in middle of no where
or just add there spawn too
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Re: Mod Requests

Post by tonawandares » Tue Mar 27, 2018 11:10 pm

Mali Mrav wrote:tona we all have request for
DOCKS
plz remove that anoying spawns in middle of no where
or just add there spawn too
Are you referring to the two outer spawns, red and blue?
Remove the "random" spawn and add a white dot for choice?

~tona
Last edited by tonawandares on Tue Mar 27, 2018 11:59 pm, edited 1 time in total.

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Re: Mod Requests

Post by Mali Mrav » Tue Mar 27, 2018 11:37 pm

yes
plz just add another spawn point there
and in pickups add ammo and health
it would help red
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Re: Mod Requests

Post by tonawandares » Wed Mar 28, 2018 6:26 am

Mali Mrav wrote:yes
plz just add another spawn point there
and in pickups add ammo and health
it would help red
I should have known better...
I thought, "Docks is solid; there aren't any other changes needed, but this spawn thing is really annoying."
I've said that many times.
So, I thought I'd just jump in and kill those specific soldierspawns and create a new white dot for each...uh yeh right.
I would do that, but I have to actually find where those coordinates are at in the programming.
Neither of them is CTF specific. I suspected that they were holdovers from Conquest, but oddly enough, those coordinates are nowhere to be found in Conquest.
At this point, I don't know where the game is pulling those coordinates from...but I'll find out.
The change is simple enough IF I can sort this mystery out.
~ tona

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Re: Mod Requests

Post by HairyRussianDude » Wed Mar 28, 2018 9:33 am

You may as well add a boat to get out to 50 cal island. Save some time on team mates swimming haha.

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Re: Mod Requests

Post by tonawandares » Wed Mar 28, 2018 11:18 am

HairyRussianDude wrote:You may as well add a boat to get out to 50 cal island. Save some time on team mates swimming haha.
Let them swim.
Health and ammo are fine.
The random spawn point is annoying

...maybe i could leave some towels on the beach...

~tona

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Re: Mod Requests

Post by Trench » Thu Mar 29, 2018 4:49 pm

tonawandares wrote:I would do that, but I have to actually find where those coordinates are at in the programming. Neither of them is CTF specific. I suspected that they were holdovers from Conquest, but oddly enough, those coordinates are nowhere to be found in Conquest. At this point, I don't know where the game is pulling those coordinates from...but I'll find out.
I'd be curious if we can tell whether it's truly "random" what triggers the use of that spawn point, too. Because I swear to Cow, it seems like it sends you to that spawn point because there is an enemy INF inside your warehouse. i.e. Exactly the time at which you want to spawn back at the warehouse...

-Trench

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Re: Mod Requests

Post by tonawandares » Thu Mar 29, 2018 5:14 pm

Trench wrote:
tonawandares wrote:I would do that, but I have to actually find where those coordinates are at in the programming. Neither of them is CTF specific. I suspected that they were holdovers from Conquest, but oddly enough, those coordinates are nowhere to be found in Conquest. At this point, I don't know where the game is pulling those coordinates from...but I'll find out.
I'd be curious if we can tell whether it's truly "random" what triggers the use of that spawn point, too. Because I swear to Cow, it seems like it sends you to that spawn point because there is an enemy INF inside your warehouse. i.e. Exactly the time at which you want to spawn back at the warehouse...

-Trench
I'm envisioning some cyber mite in a hidden file throwing a big switch whilst enjoying game play...

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Re: Mod Requests

Post by tonawandares » Thu Mar 29, 2018 6:57 pm

Berlin CTF Update:

I've finished my work on this map.
The primary goal for Berlin CTF was to find a way to free Blue from being boxed into the main.
After going big and actually relocating the main, the dust has settled and a reasonable fix has been programmed. I will let you experience it for yourself.

Apart from that, I decided to keep the weapons wall. Some folks like the option...you don't "have" to use it.
I did increase the # of object spawned to 3 and reduced the spawn and death time of the weapon. So at any given time, 3 each of any of those weapons could be in play.

I have also added a Mediclocker to each main for health. This is the big, green health box you're used to seeing...uh, but you won't. Static objects are invisible in a server-side mod for the Client (you). It is fully functional, however.

Blue location: Go into the doorway of the building with the staircase. Go behind the stairway and look right...right against that wall facing you...what's that you say, You don't see it? Right. But it's there and it heals.
Red Location: A little harder to describe... If you stand in front of the sandbag in front of the flag (facing away from the flag, or North) Walk straight out. The last little-broken corner wall section on your left...yup...it's right there. It is on the north wall facing you.

This will be our new Berlin CTF. Like it or don't, but I hope you do.
The old Berlin is back...sort of

Stalingrad CTF Udpate:

The final configuration for this great map is complete and in the rotation.
I hope you enjoy playing it as much as I did modding it.

I am working now on the random spawn in Docks.

Thanks,
~tona

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Re: Mod Requests

Post by Mali Mrav » Thu Mar 29, 2018 9:39 pm

when will bunkers be done?
we all are waiting for it so badly hehe
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Re: Mod Requests

Post by ryeontherocks » Thu Mar 29, 2018 10:05 pm

berlin is done check it out
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