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Everything posted by uips
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Make SW Battery ramp destroyable with dynamite?
uips replied to uips's topic in Maps and Map suggestions
It should be possible to make double build. Similar thing is working on fuel dump bridge. Probably more scripting needed here if it can be done without editing map. Someone more advanced in scripting/mapping can give more insight on this Another option would be to make ramp destroyable by heavy weapons (grenade icon) and give it a lot HP so one satchel will not be able to take it down. But this will make all heavy weapons capable of destroying ramp (depends how much HP given) Previous implementation of axis neutral CP spawn was causing weird situations. Was done by mapper to make things easier for Axis. Fixing CP behavior will make it easier for allies and therefore also round time is down to 18min from 20min and axis spawn time lowered by 2s. first part of map does not need to be agony. For example in special delivery flag is usually captured in few mins. Call it unbalance but i guess noone wants to be stuck on 1st spawn in special delivery :D. So this is also a viable option when first part is easy/easier. Might make axis thinking faster about defending that gun. Dunno who agrees but both beach parts for allies not so fun. And yes map is weirdly balanced towards allies but a lot of times those wins are allies somehow sneaking past axis. Axis not reaching gun in time or not enough people bother to defend it. There is also this infamous axis recap flag that can cause allies to win too :D. Wonder if it is possible to reset map bias as for now this number is static due to data of so many previous matches. But experimenting with gameplay tweaks not a bad thing? As nothing is permanent and can always be reverted back. Might find something that works better and something might make things worse. It is actually kind of common in most modern games to have monthly/yearly patches around gameplay -
Suggested by dffdgdfrturtu on discord https://discord.com/channels/444086039846322192/523532868761419800/1099743019600707645 This would make Allied West Beach way easier as axis can not destroy ramp that fast. Would be worth a try. It is just one number change in script. Also it would be possible to make construction part hard by increasing charge bar usage and construction time. This could be used as counter measure if dynamite only ramp would make it too easy for allies.
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Lower map time on beach so it will be more align with other smaller maps like frostbite, supply, adlernest that have 15min time limit. ET beach can be won quickly or end in long objective hunt. I think 15min will be just fine here as this seems to work on other similar maps
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There is location for banner messages. Currently they are displayed in chat area. Is there a reason why it is like this? If they would be displayed in banner popup location it would be possible to hide it and players familiar with all the messages could do that through hud editor and prevent chat box spam of already known information.
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SK rules are in place firstly to avoid situations where one team dominates spawn area during whole map duration. That can steal the fun and make people disconnect. So this is one worst case scenario that rules prevent. To sum up SK rules: Heavy limitations. Light weapons for shooting back. Allowed on capturable spawns. SK areas for detailed info. So here is the question about knife as it is least efficient weapon to dominate spawn yet u can pull out some sneaky fun plays. During spawnpassing sometimes u see there "afk" enemy so u have option to continue and hope he really is afk or he will shoot u in few secs. To safely pass i would rather punish this afk by backstab as afk not tolerated in first place. There should not be an afk in spawn in perfect world :D. There is no way to kill person in spawn unless he is shooting you. I think i have even seen people kicked for knife kill in SK area. As it is by rules every kill in area is SK. I see more to gain than lose by allowing knife in SK area. Lets see if people agree or disagree
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It seems like UI_Alloc: Failure. UI out of memory! error has been fixed in latest patch. I have not found a player who would crash when joining server. Full menu live on ETL2 If interested to run this on main server i suggest admins to check if all the info under rules is valid or anything needs to be removed/added/changed/rephrased. This should give players easier access to server rules / sk rules and link to sk areas. Also links for TM forums and discord + connect to different TM server through menu, Since most people play Legacy so maybe keep only legacy servers in the menu list: ETL main ETL 2 Original Maps Campaign 1vs1 Scrim ( there are many actually called after colors :P)
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Menus updated: Compatible with 2.81.1 and includes menu changes that new patch brings. TM_menu_lite.pk3 Lite version (few legacy servers + discord) TM_menu_full.pk3 Full version (more tabs: rules / sk / forums) Lite version can be used on Main server when it is updated to 2.81.1 Full version could be tested right now on ETL2 2.81.1 to see if ui memory limit issue is fixed in this patch
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wonder if u want to test full menu in ETL2? It is running latest patch that has UI memory increased.
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Adjust spawnkill settings beach
uips replied to Stangepork's topic in General and Server Suggestions
You can get the script from map Navarone -
i do not know if i have similar issue but my download speed is limited to 1MB/s and this is only happening in ET
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After several games and analyze some suggestions and explanation why: 10 min initial time (-2 min) +6 when tank is repaired (+1 min) +4 when bank doors are destroyed (+1min) +2 when both gold crates are secured Total: 22 min (+2 min) + i still think making axis spawn time from 18 to 20 would be good thing in this map for balance. Initial time from 12min to 10min. If axis are dominating this part it is very high chance it will be so in other parts of map too. So end it sooner and those 2 mins can be added to other parts for more balanced games where allies actually advance. Tank to doors + destroying barricades takes 4.30min (around 3min no barricades). Axis effort can also delay tank so it makes sense for this part time bonus to be bigger compared to next. Bank doors destroyed. This part can be done quickly if axis are weak so it is only dependent on axis players. If axis are strong this is where the map will end probably. +2min once gold is secured on truck just to give allies enough time and chance if they manage to deliver gold at last seconds. This is important part as it gives allies motivation to fight till last second.
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i ment first spawn
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After lots of Bremen games i think it would be better if this spawn gets disabled after gate. It is too OP in end stage for allies. If axis manage to set up any defense, few allies players spawning in this spawn destroy axis from behind
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in desert edition this fence is always open, this change has been made already for the exact same reason
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60sec* This map has script in use that makes flag permanent spawn after it being captured for period of time: https://et.trackbase.net/map/224/ if interested trying it. Axis taking flag back leads to allies victory in many games.
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what about adding 2s to axis spawn time to compensate for shorter map length and give allies 2s window before axis swarm makes it into gold crates. Might make last part of map little bit easier for allies
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I think this version is best out of all others there are. There is one extra way through mountain which is big help for allies. Axis CP spawn (nr2) felt like it is too good but in reality it does not seem a big threat to allies :D. Axis fuel spawn (nr3) I still think this spawn should be removed as last part of map is huge choke point for allies. It might make things lil more balanced and give allies better chance.
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I think Marrakech Streets 2 by Night Final would be better version in server with lot of players https://et.trackbase.net/map/6/ With one tweak: the last barricade into obj room being one time objective and can not be constructed back. Last part can be very hard for allies when it is swarming with axis. I think original v1 of map had it like that. Operation Marrakech (et_mor_pro.bsp) is cutting out one part of map and also limits some ways that are open in marrakech streets 2
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Add fixed map rotation until map vote bug is resolved?
uips replied to uips's topic in General and Server Suggestions
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Add fixed map rotation until map vote bug is resolved?
uips replied to uips's topic in General and Server Suggestions
Probably it is it adds more randomness into equation and decreases the chance of map being played you actually want to play. For example if map pool is 3 maps and u can vote 1. You pick map u actually want to play next. If the vote is elimination u eliminate 1 you do not want to play and your chance of playing the map u want to play is 50% based on your vote. All voting that i can think of right now are based on +1 rather than -1. (democratic elections etc). From perspective of voter implying any kind of randomness into system seems against what voting tries to achieve in first place. If u want to increase the diversity of maps just increase the "last played value" which is currently set on 13 if i am right? Setting it too high will result in people giving comments "bad vote list" as they do not see in the list the map they really want to play. Bugged vote system was perfect example of maps playing over and over too much. It resulted in lot of comments about "didnt we play it 3 maps ago?". To increase diversity, best option is to just increase "last played value". Safest option would be to gradually increase it by 1 over period of time( month, 3 months etc). Impossible to satisfy everyone,. Form server perspective to follow what majority wants seems reasonable and safest thing to do unless admins decide to lean towards either opposite of preference, which is not wrong as well. (Extreme examples of the ends of spectrum: every 3th map Supply Depot or 100 map rotation). CONCLUSION: in perfect world EVERY single person would participate in vote and that would always be choice of majority at given point of time. The problem is the participation is never 100%, the lower it is the smaller is the accuracy of the result. -
Currently maps do not have correct last played values which makes them reappear in the voting list much sooner than they should. Been like this for a while. Playing special delivery every 3th or 4th map can get little bit boring? What about map rotation until this is fixed? Seems better solution compared to how it is right now. I put together an example list of somewhat most played maps on the server in somewhat mixed order depending on map size and difficulty that could be used as rotation. 1. Gold Rush [Greater Access] final 2. etl_adlernest 3. Pirates final 4. ET Beach Invasion final 5. Fueldump Desert fixed 6. erdenberg_t2 7. etl_warbell 8. decay_b7 9. SW Battery final 10. Bremen final 11. etl_frostbite 12. Praetoria-Mission Two: Hell on Wheels 13. SW Siwa Oasis TE beta3 14. etl_sp_delivery 15. Braundorf final 16. Venice final 17. Würzburg Radar official 18. etl_supply 19. Caen 2 final 20. Library beta3 Just let it be how it is now or use rotation till map vote bug is resolved?
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i like the 20min total length. Goldrush ends up too many times in long boring gold defense. If it will be too much in favor of axis, always possible to make minor spawn time adjustments
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_TMserversalt2.pk3