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Jaymod Ideas and suggestions
(31-08-2014, 11:41 AM)Storch Wrote: Besides, we should clear the question if the jump over the fence in Venice is allowed or not, to avoid missunderstandings. As it was said already, Allies don't really get any advantage by jumping there, because they can't get into the Church/Library (whatever it is) without the tank, but still it is some kind of walljump which was certainly not planned by the map creator.

I'm talking about this jump:
http://s1.directupload.net/images/140825/jv9iqnfw.jpg

Any comments on this? Try to read a bit further than just the last reply in each topic guys...
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(31-08-2014, 02:26 PM)Storch Wrote:
(31-08-2014, 11:41 AM)Storch Wrote: Besides, we should clear the question if the jump over the fence in Venice is allowed or not, to avoid missunderstandings. As it was said already, Allies don't really get any advantage by jumping there, because they can't get into the Church/Library (whatever it is) without the tank, but still it is some kind of walljump which was certainly not planned by the map creator.

I'm talking about this jump:
http://s1.directupload.net/images/140825/jv9iqnfw.jpg

Any comments on this? Try to read a bit further than just the last reply in each topic guys...
I feel like we should beg ( Normal ) Moanraker to make a nice anti-wj trigger

About having a setup with having oasis and goldrush appear more often than other maps; keep in mind that these seem to be our most popular maps, statistically these two generate the highest amount of players. I want to try and stop the behaviour of some guests, who just leave the second goldrush ends
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(31-08-2014, 02:38 PM)Antho Wrote: I feel like we should beg ( Normal ) Moanraker to make a nice anti-wj trigger

Yeah that would be nice. But there is no real need to hurry, for now we'll just keep this jump being allowed I guess.

(31-08-2014, 02:38 PM)Antho Wrote: About having a setup with having oasis and goldrush appear more often than other maps; keep in mind that these seem to be our most popular maps, statistically these two generate the highest amount of players. I want to try and stop the behaviour of some guests, who just leave the second goldrush ends

Yeah that's right, many people leave the server especially after Gold rush. Yet, there is also the risk of getting bored of Goldrush or Oasis if it's played too often. Of course that's only my personal attitude, if the majority of guests/members love both of these maps so much, we can try it.
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(31-08-2014, 01:54 PM)Ma$teR(Y) Wrote:
(31-08-2014, 12:54 PM)Dream Wrote:
(31-08-2014, 12:14 PM)$4m4el Wrote: two new maps are enough.. don't expect that soon we will add some new

I agree, TWC NoDownload is having a good time in terms of players. Why would you risk that for adding even more new maps? I think players play in NoDownload for a reason. They like the basic maps and less like the new maps.
+1 ND is Frag server. Two new maps is enough.

But having triple gold rush is not good idea too.
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Well to answer to storch reply, no they don't have any advantage but they could place mines as engineer. Correct me if i'm wrong but i thought that was able and the only thing they can do when they jump over. Anyway, it's always good to create less admin work for the members, just to prevent confusing situations etc. It would idd be nice to create an anti wj barrier if the tank hasn't passed by.
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(31-08-2014, 03:53 PM)Dukajek Wrote: But having triple gold rush is not good idea too.

Hope you're aware that goldrush is only played once every 4 maps, so there is like at least 50 minutes (probably like 20 mins more) before goldrush appears again. Same thing is the case for oasis
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(31-08-2014, 04:33 PM)Kjell Wrote: Well to answer to storch reply, no they don't have any advantage but they could place mines as engineer. Correct me if i'm wrong but i thought that was able and the only thing they can do when they jump over. Anyway, it's always good to create less admin work for the members, just to prevent confusing situations etc. It would idd be nice to create an anti wj barrier if the tank hasn't passed by.

You are right. It hard to build a tankbarrier after alies engi mines that spot. Therefore it should be allowed. They can also build a brigde. plant dyna at the top of the broken stairs near first axis spawn. they have to trickjump up the stairs.
Maybe they could also blow the wall of the library. I simple see no reason to allow the jump. Having a script for it would be great if not some good old admin monitoring will do the trick.

About map cycle. I personally don't care much for Oasis. Love GR tho. but 3 times in a mapcycle is a bit much.
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[Image: 2r5gv21.gif]
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Wink 
the cp spawn in pirates is kinda much for allied and makes it easier for them , still then maybe we can wait for few weeks before removing the cp spawn.
Regards,
-TWC|Axel|GEN

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(31-08-2014, 06:17 PM)djuki Wrote:
(31-08-2014, 04:33 PM)Kjell Wrote: Well to answer to storch reply, no they don't have any advantage but they could place mines as engineer. Correct me if i'm wrong but i thought that was able and the only thing they can do when they jump over. Anyway, it's always good to create less admin work for the members, just to prevent confusing situations etc. It would idd be nice to create an anti wj barrier if the tank hasn't passed by.

You are right. It hard to build a tankbarrier after alies engi mines that spot. Therefore it should be allowed. They can also build a brigde. plant dyna at the top of the broken stairs near first axis spawn. they have to trickjump up the stairs.
Maybe they could also blow the wall of the library. I simple see no reason to allow the jump. Having a script for it would be great if not some good old admin monitoring will do the trick.

About map cycle. I personally don't care much for Oasis. Love GR tho. but 3 times in a mapcycle is a bit much.

The bridge is indestructible and standardly build in the version we're using. This version fixed the crash-factor of the original final version, that would crash under too high of a playerload (dunno what version FA uses tbh)
Moanraker made an anti-wj script for venice just now and there will be some other subtle changes (anti-glitch)

@Axel: Moan and I will probably go over both venice and pirates to remove glitches and improve gameplay
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(31-08-2014, 06:17 PM)djuki Wrote: You are right. It hard to build a tankbarrier after alies engi mines that spot. Therefore it should be allowed. They can also build a brigde. plant dyna at the top of the broken stairs near first axis spawn. they have to trickjump up the stairs.
Maybe they could also blow the wall of the library. I simple see no reason to allow the jump. Having a script for it would be great if not some good old admin monitoring will do the trick.

you can't dyna/satchel that wall from the outside Wink only the inside.

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