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Old 08-07-2017, 05:00 PM   #101
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its the only map with the nexus. It seems like everyone is ok removing the tanks from the game which in my opinion sucks. My ping doesn't allow me to be effective in a flier.
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Old 08-08-2017, 04:33 PM   #102
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its the only map with the nexus. It seems like everyone is ok removing the tanks from the game which in my opinion sucks. My ping doesn't allow me to be effective in a flier.
So you want it to stay in the map? Funny, just last night I was like "fuck nostalgia" and opened up Nightwolf and started editing. The first thing I did was remove the Nexis.


On a side note... Anyone know if it's possible to use different spawn points for different teams? Like if team A owns a node they will spawn in one area but it team B owns that node they will spawn on the other side of the node facing the other way. I want to combine that with the Ultimate factories to make better spawn areas.
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Old 08-08-2017, 05:23 PM   #103
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Set team number in the player starts
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Old 08-09-2017, 02:19 PM   #104
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Set team number in the player starts
Awesome, thank you.
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Old 09-17-2017, 02:21 PM   #105
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So it was pointed out to me that each team can get a Nexus in this map now (at the same time). That was a brain fart thing for me to do and I should have realized it would happen. It seems like I may have actually known that but forgot. Oh well. I don't think it's fixable as long as I'm using two different factories for the Nexus (so that it spawns on the enemy side of the node). Either it goes back to always spawning on one side regardless of who owns the node or it stays as is. Is there a team dependent spawn offset? lol.

I wonder if a team can get more than one. I wonder if you could fill the map up with Nexus tanks. I'm pretty sure that's possible with the Ultimate factory but I think I set it so it won't do that.
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Old 09-17-2017, 06:13 PM   #106
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GREAT IDEA! We need a Minus-NexusMeUp map now that the all-badger map is gone!
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Old 09-18-2017, 11:46 AM   #107
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GREAT IDEA! We need a Minus-NexusMeUp map now that the all-badger map is gone!
That would be horrors upon horrors... just think of people on foot no longer being able to move with the constant Nexus missile explosions.
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Old 09-18-2017, 02:46 PM   #108
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I'm not a big fan of nodes that never really lock, and even more not a fan that more than one nexus is possible. Seems to me a middle node that's hard to get, but hard fought for, should be rewarded by not just the vehicle you get, but by actually locking the node. And allowing more than one nexus just adds to the "lag-filled fuck fest."
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Old 09-18-2017, 02:53 PM   #109
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And speaking of things not locking... why the FUCK do the vehicles on Miami biatch not lock? What a dumb concept. Yeah, let's fight our asses off to win a node just to enable someone from the other team to come and steal our reward. I don't even fight for node 1 anymore, I just let the other team get it up and then jack the link badger. Maybe Anon's mapping chops are on some level of genius my simple mind just can't grasp. On second thought, nah, just another dumb gimmick.
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Old 09-18-2017, 07:59 PM   #110
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Maybe Anon's mapping chops are on some level of genius my simple mind just can't grasp. On second thought, nah, just another dumb gimmick.
Yeah, unlocked vehicles on any ons map is a mistake.
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Old 09-18-2017, 09:11 PM   #111
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Yeah, unlocked vehicles on any ons map is a mistake.
Unlocked vehicles at a node is not a good idea. Providing unlocked vehicles that spawn without dependence on any nodes could potentially create some interesting gameplay dynamics.


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I'm not a big fan of nodes that never really lock, and even more not a fan that more than one nexus is possible. Seems to me a middle node that's hard to get, but hard fought for, should be rewarded by not just the vehicle you get, but by actually locking the node. And allowing more than one nexus just adds to the "lag-filled fuck fest."
Yeah, the Nexus shouldn't be on any maps period. That's a separate discussion than the middle node on MTMU.

The reason I made that node unlocked is to make comebacks possible on the defender's left side of the map. The reason a team should build the middle node is to quickly take out the enemy's primary node in front of the core. Once the primary is down, the middle node is really not needed and just makes comebacks very difficult.

Last edited by Turbo K; 09-19-2017 at 12:14 AM..
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Old 09-18-2017, 09:46 PM   #112
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I want to be clear that allowing each team to get a Nexus tank was a mistake on my part and was not intentional.

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...Providing unlocked vehicles that spawn without depending on any nodes could potentially create some interesting gameplay dynamics.
I recently opened MeteorCity again to check it out for the server. It has an Ion tank like that.
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Old 01-21-2018, 03:52 PM   #113
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So I think my error with the Nexus tank really needs to be fixed. There is a potential issue that, imo, is much worse than each team getting a Nexus tank. I'm not going to say what it is because I don't want people doing it. If you know what I'm talking about please don't post it in here. PM me if you want to discuss it (but don't ask me what it is if you don't already know). I'm 99% sure it can happen but I can't easily test it with just bots.

I'm not sure what to do in the middle but something needs to be done. So suggestion time. Any ideas? Let's assume the Nexus tank is going away. What kind of setup do we want in the middle.

My other suggestions would be to fix the skybox for better fading-out of buildings and maybe some other small vehicle changes. I would also really like to swap out the new Mino for the old one.

Edit: I just found a way to test it and my suspicions were correct. This needs to be changed soon.
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Old 01-21-2018, 04:42 PM   #114
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Random thoughts:

Instead of Nexus, the person in the center gets some other kind of "rare" vehicle...
The black paladin from Gritnights
The turtle
The gravity orb tank thing from Gritnights
Fire bender
Eons scorpion
Nova

Some of these could be seen as overpowered, but remember you have to get the vehicle out of the trench while everyone on the opposing team is rushing toward you to take down the node. Anything that spawns here won't be easy to actually put into use.

I feel like the only reward of building it is having the window of opportunity for a cut-off. A vehicle bonus isn't necessary... just fun. If not careful, some other kind of vehicle could really change how the map is played in a bad way (raptor, manta).

It's kind of a weird node. It's not usually where the action is centered, just a thing you need to keep an eye on while getting 8/9.
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Old 01-21-2018, 04:57 PM   #115
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Or on the other hand just make it easy and replace it with another turret tank. Could use it to help keep down those friggin dragons and hammerheads.

Or any other boring vehicle. The cut-off is enough

The map is already settled-in pretty well.
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Old 01-21-2018, 06:02 PM   #116
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I would rather go with something more standard in the center. Treat it like just another node. Then it could be put back to being shielded when the enemy doesn't have a link to it. It's funny how many people don't realize you can still damage the node even though it has a big sign on it that says "Never Shielded". I'm getting tired of telling people that you can always damage that node.

The Black Pali is an interesting idea. I'm not very familiar with it so I will check it out. I will never put a Turtle in a map. I don't hate the Gravity Orb tank but that would be a big change for Nightwolf. I feel like a Bender would be somewhat useless on this map. It wouldn't last long with all the tanks. Scorps and Novas might work but that's more of a non-TMU thing.

Keep in mind that vehicles don't have to spawn in the canal. There are those two places on the sides. Jumpads could be added for quicker access. Maybe remove one of the Hammerheads at the base and put one on top of the middle. Or an Artillery turret there. I think the Deemer could be removed and nobody would miss it.

One thing I don't know how to get around is spawning a single special vehicle on different sides depending on which team builds the node without allowing each team to get the vehicle whether the other team still has theirs or not. That's one of the reasons I'm leaning towards nothing special spawning there.
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Old 01-21-2018, 06:05 PM   #117
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Quote:
Originally Posted by YEAAAHHHHHHHHHH View Post
...I feel like the only reward of building it is having the window of opportunity for a cut-off. A vehicle bonus isn't necessary... just fun. If not careful, some other kind of vehicle could really change how the map is played in a bad way (raptor, manta)...
Yes. I totally agree with this.
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Old 01-22-2018, 09:23 AM   #118
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The Black Pali is an interesting idea. I'm not very familiar with it so I will check it out. I will never put a Turtle in a map
The Dark Paladin is bugged; it needs to be fixed before placing on maps.
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Old 01-22-2018, 11:27 AM   #119
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The Dark Paladin is bugged; it needs to be fixed before placing on maps.
It does not destroy its emitters properly...

A
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Old 01-24-2018, 04:22 PM   #120
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Hmm..maybe the middle node could get Node Exploder manta or maybe a short circuit. Those shouldn't change too much, since they are easily killed by avrils and mino blasts, but would give some reward for the middle.

Or maybe Webcasters up top, so you can quickly drive to the dognuts spot and kill the mino there.
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