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Author Topic: Chained court (normal) update  (Read 10908 times)

MaiZure

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Re: Chained court (normal) update
« Reply #15 on: January 20, 2012, 19:28 »

i assumed the agility mods were awards for beating hell's arena or for finding a rocket, this layout cuts the incentive for beating hell's arena drastically.  i'm not sure if that is what you were going for or not, but it is something to take into account (since beating it has a few negative to work with as well)

Agreed
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Solarn

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Re: Chained court (normal) update
« Reply #16 on: January 23, 2012, 06:09 »

i assumed the agility mods were awards for beating hell's arena or for finding a rocket, this layout cuts the incentive for beating hell's arena drastically.  i'm not sure if that is what you were going for or not, but it is something to take into account (since beating it has a few negative to work with as well)
Well, beating Hell's Arena is still required if you want to get the Arena Master's Staff and it gives nice loot all on its own, so I can't really see your point here.
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Deathwind

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Re: Chained court (normal) update
« Reply #17 on: January 23, 2012, 16:34 »

I thought the rewards from hell's arena were the rewards for beating hell's arena...

If you feel that strongly about it you could randomize the mods for this version to nerf the reward.
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v.997 [16/5/2/0/0]

raekuul

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Re: Chained court (normal) update
« Reply #18 on: January 23, 2012, 17:16 »

Just how useful are Agility packs, anyway? How do they compare to other mod-packs in terms of usefulness?
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Deathwind

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Re: Chained court (normal) update
« Reply #19 on: January 23, 2012, 17:29 »

2 agility mod equals any of
Spoiler (click to show/hide)
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v.997 [16/5/2/0/0]

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Re: Chained court (normal) update
« Reply #20 on: January 25, 2012, 21:24 »

I thought the rewards from hell's arena were the rewards for beating hell's arena...

If you feel that strongly about it you could randomize the mods for this version to nerf the reward.
i am probably biased from playing AoMr where the rewards for being hell's arena arn't all that great compaired to the chance of death, and most of the point is to get the 2 agilities mods in UnCC.
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Solarn

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Re: Chained court (normal) update
« Reply #21 on: January 28, 2012, 09:51 »

2 agility mod equals any of
Spoiler (click to show/hide)
Can also be used in
Spoiler (click to show/hide)
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Bloax

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Re: Chained court (normal) update
« Reply #22 on: January 28, 2012, 10:22 »

The coolest reward for AoSh would by far be two power mods. :P
Because you know, elephant gun, finally.
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spacedust

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Re: Chained court (normal) update
« Reply #23 on: January 28, 2012, 10:55 »

OT, but elephant gun seems like such a waste of 2 power mods... I mean, power mods being so rare and all. The unmodded double shotty always felt like a much more powerful beast compared to the elephant gun.
« Last Edit: January 28, 2012, 10:57 by spacedust »
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Re: Chained court (normal) update
« Reply #24 on: January 28, 2012, 11:25 »

i assumed the agility mods were awards for beating hell's arena or for finding a rocket, this layout cuts the incentive for beating hell's arena drastically.
You know what I first thought when I saw the second layout of the Chained Court? "Hey, cool, now we'll have to think critically about whether or not we want to clear Hell's Arena, because it forces us to deal with a greater challenge on an otherwise-easy map!" And then nothing changed, because the lack of rocket launcher made the old CC too inferior. Needless to say I'd like to balance it out so that the incentives go in both directions.

And hey, if you (that is, everyone, not just the quotee) would actually like to comment on the map itself (does it look like a good idea? what could improve it?) then I'm all ears.
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Deathwind

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Re: Chained court (normal) update
« Reply #25 on: January 29, 2012, 16:44 »

I think the proposed map would be a good change but do we really need 5 zerk effects in this one?
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v.997 [16/5/2/0/0]

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Re: Chained court (normal) update
« Reply #26 on: February 01, 2012, 22:02 »

I think the proposed map would be a good change but do we really need 5 zerk effects in this one?
Part of the use of the normal Chained Court is that you can go in there and snag all the zerks and the chainsaw, then leave. It's useful for pacifists and berserkers and stuff. We could play around with the balance but I don't mind keeping the level "easy".

I never got around to posting my sketch for the possible Spider's Lair layout. Here it is!
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It's very...um...different. Additionally it doesn't mesh well with tiles (but I imagine we'll make a cave tileset soon that will make diagonals work, since they appear oh-so-often in that settings). I've actually played it a couple times and the change in how one has to play the level is quite interesting. My hope is that it's better than the completely-open layout that already exists, but I'm open to tweaking it (or scrapping for other possibilities).
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Deathwind

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Re: Chained court (normal) update
« Reply #27 on: February 01, 2012, 22:10 »

I like it but could you open up the walls just a bit?  This looks like it might bring out every single issue with LOS and targeting in one map...

edit: also make the 4 cover walls angled as their current placement offers almost no cover
« Last Edit: February 01, 2012, 22:12 by Deathwind »
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v.997 [16/5/2/0/0]

GrimmC

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Re: Chained court (normal) update
« Reply #28 on: February 02, 2012, 11:14 »

I like both designs quite a bit. The CC revision is interesting and feels very "Doomish." One confusing point though: Will mod packs be guaranteed even in the normal map? (i.e., without beating Hell's Arena)

Spider's Lair revision is also pretty cool. I always thought the original was rather bland. This one is actually exciting. There's no way for me to predict how it would play though.

Not sure how much more feedback I can really provide, but both look excellent to me. :-D
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