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Mod feedback megathread

Posted: May 14th, 2022, 11:22 pm
by jolly_giada
Not pointing out anyone in particular. Let's please keep the dialogue civil. Feedback is a gift. Let's give it cordially and receive it with gratitude.

We are all on the same team! we have the same goal, which is to keep DC and ea117 alive and thriving, so let's keep that common goal in mind :)

List of modded maps that we play with any regularity. I invite feedback on any. i will write my own opinion, but humbly submitted, and appreciate constructive criticism.

where ctf maps existed a priori:

tona mods:
-LV CTF. imo, tona's mods vastly improved.
-al nas CTF. imo, tona's mods vastly improved.
-berlin CTF. imo, tona's mods moderately improved. i think perhaps improved if bang added spawn humvee/truck? just a thought
-gazala CTF. imo, tona's mods somewhat improved. i would prefer if it could be more fun for folks like me with hand disability. e.g., ac130's, and if u cap the two closest base, u can strategically spawn high up in air
-coastal CTF. imo, tona's mods vastly improved.
-bocage ctf. flag should be moved back to church imo.

-basrahs edge ctf. both tona and jolly. i think this needs work. doesnt feel right yet. bbow could improve w spawnable vehicles. also add bmp/brad back to main base. on fence about black hawks.

bbow mods:
-bridge CTF. imo, bbow's mods vastly improved.
-kharkhov day 2 ctf. i havent played enough to comment.
- Philli CQ. havent played.

jolly mods
-lv nopara cq. maybe better but still not there yet
-inshallah ctf. i made it better but could still use work.

*where ctf previously did not exist:*
bbow:
-battle of britain. not a fan. Hairy had ideas here, maybe u can share?
-Caen: i like. might prefer the blue main to be at southeast base instead and have fast boats to utilize river more?
- phili: i like. tho i think could be more imaginitive. i think flags should be on different islands and more boats. and note bmp/brdm can float.
-dustbowl: i like
-market: could use work. one less bomber per side. should utilize the city more.
-cornered: have not played

jolly:
-urban ctf. again, didnt exist b4. i think its super fun. but def could use work!

hairy:
-easting ctf. i like. still could use work as it's new but i like.

Please lmk if this is missing any mods so i can update this list to make comprehensive

Re: Mod feedback megathread

Posted: May 15th, 2022, 12:35 am
by BangBangOw<CP*SF>
I also did: Current Phili CQ, LV CQ ( WE ARE REMOVING THIS), Kharkov Day 2 CTF.

Also Urban and Eastings DO exist as CTFs in the Desert Combat final mod. We had those as an option, just like Coastal Hammer CTF, you guys just went in and made them better šŸ˜„.

So those had previously had CTF as a game mode just FYI. Move those up to the other list.

Re: Mod feedback megathread

Posted: May 15th, 2022, 12:41 am
by BangBangOw<CP*SF>
Also for the maps that DO NOT come with CTF mode, you cannot add any flags other than the two CTF ā€œgrabbableā€ flags.

So on market the whole ā€œadd a center flagā€ proposals by people, cannot happen.

This is the difference between those eastings and urban mods versus a map like market or Dustbowl ctf, you get to have those capturable bases in those maps. When you add a CTF as a game mode you donā€™t get to have any extra bases which is lame lol. Thus my reasoning to add a spawnable bmp/Stryker, can be mobilized to be a offensive spawn point in the middle of the mapā€¦ since we canā€™t have any flagsā€¦

Urban gives you so many options with like 7 flags total to mess with. We can make that map better for sure and clean it all up.

Re: Mod feedback megathread

Posted: May 15th, 2022, 1:23 am
by BlinkofanEye
Is it possible to make more than two teams and more than two CTF flags? Or would that require a new iteration of DC itself?

Re: Mod feedback megathread

Posted: May 15th, 2022, 7:44 am
by BangBangOw<CP*SF>
BlinkofanEye wrote: ā†‘May 15th, 2022, 1:23 am Is it possible to make more than two teams and more than two CTF flags? Or would that require a new iteration of DC itself?
Not for a server side mod.

I could do that in a custom map, and also as a custom standalone mod.

So yes and no, butā€¦ no lol

Re: Mod feedback megathread

Posted: May 15th, 2022, 5:49 pm
by jolly_giada
thanks for the reply, Bang.

Market Garden CTF

love the effort on it. certainly high octane.

please take a look at moongamers' cut of mg ctf. i thought it was a blast. spawns at both bridges. i believe maybe spawnable apc's but could be wrong on the latter.

imo this version has way too much air. less is more.

spawns in city would be good. either at bridges or at church etc.

i dislike when capturable flags are too in the open. there is no cover for offense. way too easy to defend. would consider moving flags to places with a bit more cover.

there's a lot to build with here. you'll get there.

Re: Mod feedback megathread

Posted: May 16th, 2022, 9:46 am
by Demonic
only thing that keeps coming to mind for any map ( probably best suited for bigger maps ) is a flying car bomb......car bombs are fun as they are, but are also an easy target when spotted......but if the dam thing was airborn, when someone honked the horn.....right mouse button for turbo....left mouse button for honking......... >: D just a thought

Re: Mod feedback megathread

Posted: May 16th, 2022, 10:02 am
by BangBangOw<CP*SF>
You can get your flying car bombs fix on Market CTF šŸ™‚

Re: Mod feedback megathread

Posted: May 16th, 2022, 10:06 am
by Demonic
I was thinking more of a Al El or Gazala type map.....somewhere the bigger hills can get that sucker launched and then you come down hard into the base...it would almost be like a scud....but with wheels and no insurance :D

Re: Mod feedback megathread

Posted: May 16th, 2022, 12:48 pm
by BangBangOw<CP*SF>
The only problem with adding carbombs is "any HONK" will create a boom.

So, take Basrah Edge for example... last night we played it and some people were like " why did I randomly blow up? "..

They had honked the technical horn... and since the map has car bombs enabled ... the lada and tech (no matter the variant... recoilless... regular) will blow up the same way as the lada. This does not apply to humvees.

To give you an example of what I did in one of my mods, although a crap mod lol.

Kharkov Day 2 I originally had techs/humvees for each side, then ladas in the south part of the map with the car bombs... then honked one of the technical one of the times testing it and boom. blew up... Went back in and made everything humvees/dpvs, but kept the ladas with car bombs.

If we were to add "carbombs" to maps like EL AL/ GAZ, as you suggest... we would have the technical enabled as well. This would probably create a problem... red would have access to more car bombs in their main then what blue is able to access. Also think about a bailer from blue just instantly going to technical and honking them all... lol Plus anyone who honks the tech horn is going to be sent to mars in the following 8 seconds...

An example where lada's worked and the teams had a third-party vehicle that was the same for both sides... LV CTF. DPV's for both sides, and then lada in specific locations. Had it been humvees/techs... all the red vehicles would act as car bombs as well.

Just a thing to remember .

Re: Mod feedback megathread

Posted: May 16th, 2022, 1:19 pm
by Demonic
what if we keep carbombs/trucks to bigger maps ? honestly, i get confused to and am afraid to get in one on other maps....just incase i honk by mistake lol
but a tech truck turbo carbomb could be a 2 way attack......bomb....but if you load it up with a few players, and get it airborn, they could chute down..i guess the same with a Lada........who knows, if it were timed right, it could take out a passing plane or helo >: D

Re: Mod feedback megathread

Posted: May 16th, 2022, 3:03 pm
by BangBangOw<CP*SF>
It is really fun, I thought adding that into market was a cool idea when I was going through it all.

I didnā€™t mod EL AL or Gazala so youā€™d have to ask Tona.

What WE donā€™t have on the server is an Aberdeen CTF, Iā€™m going to add CTF as a game mode to that map and make a tanks ctf. However turbo ladas are going to be in there fo sho.

Re: Mod feedback megathread

Posted: May 16th, 2022, 4:22 pm
by Demonic
Ahhh....Tona ?! :D turbo bomb Ladas and tech trucks ?! :D :11: for El AL

I havent played Arberdeen in years...ctf on it would work i think.

Maybe with battle of Britain to add a few boats...give them a little speed ?! just so others can get across the other side without needing a helo.
I might even stop in the middle of the water and do some fishing :D..though i havent fished in years either lol

Re: Mod feedback megathread

Posted: May 16th, 2022, 5:57 pm
by BangBangOw<CP*SF>
Demonic wrote: ā†‘May 16th, 2022, 4:22 pm Ahhh....Tona ?! :D turbo bomb Ladas and tech trucks ?! :D :11: for El AL

I havent played Arberdeen in years...ctf on it would work i think.

Maybe with battle of Britain to add a few boats...give them a little speed ?! just so others can get across the other side without needing a helo.
I might even stop in the middle of the water and do some fishing :D..though i havent fished in years either lol
Aberdeeen fo sho will work with ctf, really fun tank battles.

Thinking of things to add to Britain. I made that before I figured out how to utilize the sub spawn on vehicles. Could easily add some things to spice it up. Spawn vehicles, spawn boats.

Maybe the Iraqi ship and destroyers ā€¦ idk. Options though for sure.

Re: Mod feedback megathread

Posted: May 17th, 2022, 6:16 am
by BlinkofanEye
Iā€™ve never seen a turbo T-72 or M1A1ā€¦.just saying

Although I guess that would be in conflict with their secondary fire.

Iā€™m not sure if bangā€™s BoB mod is too busy (seems like maybe) or if we just havenā€™t had it long enough to develop tactics (and refine, ad nauseum.) The flags are definitely super hard to cap, especially on USA side, with all the hardware sitting there aimed at flag. Maybe a more discernible ā€œparking lotā€ that is not right in front of flag or something, I dunno.

Jolly spawn truck in Berlin sounds very interesting. Weā€™ve all gotten so used to the existing map it could potentially make for a pretty dynamic situation. But that means each team would have a spawn truck? And which vehicle would be a spawn point without introducing stronger armor? (Can hummer act as spawn?)

I also like Jollyā€™s idea to try to force more boat usage in both philli and Caen. Right now they feel totally vestigial and it would be a new skill for us to learn after these almost twenty years of playing the game.

Re: Mod feedback megathread

Posted: May 17th, 2022, 6:25 am
by BangBangOw<CP*SF>
BlinkofanEye wrote: ā†‘May 17th, 2022, 6:16 am Iā€™ve never seen a turbo T-72 or M1A1ā€¦.just saying

Although I guess that would be in conflict with their secondary fire.

Iā€™m not sure if bangā€™s BoB mod is too busy (seems like maybe) or if we just havenā€™t had it long enough to develop tactics (and refine, ad nauseum.) The flags are definitely super hard to cap, especially on USA side, with all the hardware sitting there aimed at flag. Maybe a more discernible ā€œparking lotā€ that is not right in front of flag or something, I dunno.

Jolly spawn truck in Berlin sounds very interesting. Weā€™ve all gotten so used to the existing map it could potentially make for a pretty dynamic situation. But that means each team would have a spawn truck? And which vehicle would be a spawn point without introducing stronger armor? (Can hummer act as spawn?)

I also like Jollyā€™s idea to try to force more boat usage in both philli and Caen. Right now they feel totally vestigial and it would be a new skill for us to learn after these almost twenty years of playing the game.
You can add the spawn to any vehicle.

Like what I did in market ā€œStryker and bmp1ā€ could easily be lada and Humvee, or kettengrad, and b17ā€¦

Also tonight Iā€™m giving Trench a reversed Docks CQ mod, where Iraq is attacking an American held docks. They get the Iraqi ship and BMPs, it was fun when we tested.

We almost NEVER get to play with the Iraqi ship. ā€œOSAā€, so this will be a way for people to see the Iraqi ship and get to use it a little. Will be fun for sure!

Re: Mod feedback megathread

Posted: May 17th, 2022, 6:59 am
by Demonic
I did see turbo tanks on a server many years ago ( cannot remember which one )...they are freaking hard to control, but are kind of fun.....even if their speed were doubled, it could still make it interesting.....i had even thought about the idea of doubling the running speed of the players, just to see if that does any good. ( as long as it doesnt become a 6 million dollar man situation lolol )

i think the important key is, what ever items we change, it cannot be the total focal point of a map...that if one aspect is altered, there needs to be a counter for it.

reverse docks sounds interesting though....

Re: Mod feedback megathread

Posted: May 17th, 2022, 7:36 am
by BlinkofanEye
Holy shit. Perhaps drunk ideaā€¦.

I used to play this game called tribes where there was jet packs and you could ski up and down hills once you got the right amount of inertia.

I wonderā€¦.with turbo playersā€¦could you launch off of hills and then chute down? Haha

Re: Mod feedback megathread

Posted: May 17th, 2022, 8:09 am
by BangBangOw<CP*SF>
BlinkofanEye wrote: ā†‘May 17th, 2022, 7:36 am Holy shit. Perhaps drunk ideaā€¦.

I used to play this game called tribes where there was jet packs and you could ski up and down hills once you got the right amount of inertia.

I wonderā€¦.with turbo playersā€¦could you launch off of hills and then chute down? Haha
Can do a basic speed mod SSM, really nice CSM mod you can do. Also I have modded the jet packs from SW expansion before, made them like fighter jets lol.

A lot is possible

Re: Mod feedback megathread

Posted: June 10th, 2022, 2:56 pm
by Dogema
BangBangOw<CP*SF> wrote: ā†‘May 17th, 2022, 6:25 am
BlinkofanEye wrote: ā†‘May 17th, 2022, 6:16 am Iā€™ve never seen a turbo T-72 or M1A1ā€¦.just saying

Although I guess that would be in conflict with their secondary fire.

Iā€™m not sure if bangā€™s BoB mod is too busy (seems like maybe) or if we just havenā€™t had it long enough to develop tactics (and refine, ad nauseum.) The flags are definitely super hard to cap, especially on USA side, with all the hardware sitting there aimed at flag. Maybe a more discernible ā€œparking lotā€ that is not right in front of flag or something, I dunno.

Jolly spawn truck in Berlin sounds very interesting. Weā€™ve all gotten so used to the existing map it could potentially make for a pretty dynamic situation. But that means each team would have a spawn truck? And which vehicle would be a spawn point without introducing stronger armor? (Can hummer act as spawn?)

I also like Jollyā€™s idea to try to force more boat usage in both philli and Caen. Right now they feel totally vestigial and it would be a new skill for us to learn after these almost twenty years of playing the game.
You can add the spawn to any vehicle.

Like what I did in market ā€œStryker and bmp1ā€ could easily be lada and Humvee, or kettengrad, and b17ā€¦

Also tonight Iā€™m giving Trench a reversed Docks CQ mod, where Iraq is attacking an American held docks. They get the Iraqi ship and BMPs, it was fun when we tested.

We almost NEVER get to play with the Iraqi ship. ā€œOSAā€, so this will be a way for people to see the Iraqi ship and get to use it a little. Will be fun for sure!

I like the idea that we can rework the maps to use a different strategy e.g., boat travel, removing a bridge to force a path, etc.. Mods keep the game new for me. Not opposed to playing the classics but I enjoy variety.

Re: Mod feedback megathread

Posted: June 10th, 2022, 6:40 pm
by BangBangOw<CP*SF>
For vanilla I modded a Tobruk map with a Carrier in the lake with spitfires attacking red held flags, and put a grey flag on the beach next to the lake so blue gets equipment.

Like that Iwo Jima flag that only Allie can cap.

Map is sweeeeeet, but yes love the reworking of maps/mods. Really fun and lively.

Re: Mod feedback megathread

Posted: June 11th, 2022, 12:09 pm
by tonawandares
On BOP's El Alamein Day two (similar to what I've modded here) our tanks were very fast. They weren't turbo, but could def boot scoot across the map.

~ tona

Re: Mod feedback megathread

Posted: June 12th, 2022, 5:15 pm
by jolly_giada
New Docks CQ looks fun, look forward to playing it. Only fear is that Red could be overpowered. Maybe have Red bleed tickets unless it captures all spawn points?

Re: Mod feedback megathread

Posted: June 13th, 2022, 6:56 pm
by Demonic
Red has way to much fire power IMO....in fact i feel the whole map is unbalanced with the tanks and bradleys added....i said it once before, if you add to much stuff, it will change the whole dynamic of a map......sometimes simple and small changes are all thats needed ( i know this will be falling on deaf ears, but w/e )

Re: Mod feedback megathread

Posted: June 21st, 2022, 6:04 pm
by BangBangOw<CP*SF>
** WHENEVER BANG SAID YOU COULDNT GET POINTS FOR CAPTURING SPAWN BASES IN CTF **

Bang was wrong, somehow my server didn't register the change.

Tested it, if you change CTF attack value, you get corresponding points for middle flags. "Grey ones" Ignore my post, don't remember where, when I said it wasn't possible, my bad.