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DM-Coma - A015 - UT 0.1.12.1 cook

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  • replied
    Sorry it took so long!

    Coma_A010 - a cook for UT 0.1.8

    Code:
    + CustomMapList=/Game/DM-Coma/Maps/DM-Coma_A010
    + RequiredPackages=DM-Coma_A010-WindowsNoEditor
    + RedirectReferences=(PackageName="DM-Coma_A010-WindowsNoEditor", PackageURLProtocol="https", PackageURL="YOUR_OWN_REDIRECT_URL", PackageChecksum="88e021c05443d8e586c96ac8a77333d9")

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  • replied
    Hi could you please recook this Map for the latest version? Thanks

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  • replied
    And so you have my thanks yet again for recooking & share'n this fun map for us to enjoy! BiGup insomnaut!

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  • replied
    Coma_A009 - a cook for UT 0.1.7.1

    Code:
    + CustomMapList=/Game/DM-Coma/Maps/DM-Coma_A009
    + RequiredPackages=DM-Coma_A009-WindowsNoEditor
    + RedirectReferences=(PackageName="DM-Coma_A009-WindowsNoEditor", PackageURLProtocol="https", PackageURL="YOUR_OWN_REDIRECT_URL", PackageChecksum="81f58fd7eecf88f5b874d377293ff431")
    Originally posted by DutchSmoke View Post
    Good to see you still working on this beauty! and thank you for the recook insomnaut! Loaded back onto the LoPing.
    Cheers mate! I'm counting on you once more

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  • replied
    Good to see you still working on this beauty! and thank you for the recook insomnaut! Loaded back onto the LoPing.
    Last edited by ÐutchSmºke; 12-08-2016, 05:22 PM. Reason: Reloaded

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  • replied


    Got my hands on Coma again...

    Experimenting to overcome some issues with that area, mostly with the slope dodge. Exploring some new possibilities too.
    Also, I'm still not really satisfied with the balance and armor placement in general.

    We'll see
    Last edited by insomnaut; 12-08-2016, 07:00 AM.

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  • replied
    Big Thanks insomnaut

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  • replied
    Thank YOU!

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  • replied
    No problem: DM-Coma_A008

    Recooked for your enjoyment.

    Code:
    + CustomMapList=/Game/DM-Coma/Maps/DM-Coma_A008
    + RequiredPackages=DM-Coma_A008-WindowsNoEditor
    + RedirectReferences=(PackageName="DM-Coma_A008-WindowsNoEditor", PackageURLProtocol="https", PackageURL="YOUR_OWN_REDIRECT_URL", PackageChecksum="4855cf306d8d50e3cc29bc5e006250fc")
    Thank you all.

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  • replied
    Please recook to the latest version Thanks

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  • replied
    Thanks for the update dude! The armor has been fine for me but I'm not that picky so...

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  • replied
    Knock knock

    Update A007 (4.14 recook, OP updated)

    So...
    A few months have passed, I've settled down in a new city, survived my first crunch time in my new job, and now I hope to be able to transition my working-overtime-evenings into mapping-evenings quite smoothly ;D

    No changes to Coma, I'm sorry. Though, there's one thing I'd like to know as I've been completely inactive since May. I wonder how you guys see the new armor system affects the gameplay of this map. Did it change significantly your habits/playstyle on Coma?
    Last edited by insomnaut; 10-18-2016, 06:38 PM.

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  • replied
    Originally posted by KmKz View Post
    Hello [MENTION=6464]insomnaut[/MENTION], I would like to introduce myself, KmKz, as a competitive and aspiring high level dueler, alongside my partner [MENTION=11729]paranoid_banana[/MENTION] (nanaz) who made a video showcasing all the changes we suggest for your map. This is the video:

    https://youtu.be/EF7yne3MONs

    We have loved the map since the original concept and thought it had a lot of potential to be a competitive duel map, so we are more than happy for it to be in ESL. However, as it currently sits, it isn't in a good spot, sorry to say. The biggest issue is how the map can be extremely one sided due to how absolutely easy it is to lock out the map. We provide what I think are unique and great suggestions to the map, and put it in a much better state than it currently is. Please take a look and tell us what you think!

    And just to add some more analysis from the video (watch the video first!):

    At 2:00, when nanz is discussing covering line of sight, you can currently harass and poke and even kill opponents that try to go for not only the vest but thigh pads as well. So, belt area is overpowered, not only in the rotational ability from that area throughout the map but the angles you can hold by simply sitting there. Adding a sliding wall protects the vest (or what will hopefully be helmet) area, and moving thigh pads to Mini removes the ability to harass opponents going for that armor.

    At 3:00, when nanz is talking about the lift movement jump, I should add that you can do the same kind of move but even faster with less dodges to thigh pads. The rotational power that the lift has is overwhelming. Making a small jump pad purely to belt alone remedies that entirely.

    At 5:00, when nanz is mentioning that specific routing, it really is concerning. Removing those dodge ramps help, and the sound queue from the jump pad helps, and you should test that out at first. However, that specific route gives you nearly immediate access to the center of the map; furthermore, if you agree with our armor change suggestions, then you'd be right in the middle of thigh pads/helmet, so it'd become more of a common route because it is such a key position. Consequently, I am not convinced it really solves the issue of that area.

    The real suggestion is to maybe look to remove that jump pad entirely but leave the area open for things like an off-angle peek shot off to keep the map, AND for a risky power play of a self-harm (impact hammer, rocket) jump. In which, both suggestions keep the map true to the openness and is still fast paced and aggressive, but I think it would really help balance out the map. It would also be a bit of unique gameplay on the map, as I don't think other maps really take into consideration of a possible self-harm jump. That would be the ultimate solution, but first removing the dodge ramps itself to play-test the simple effect of that is the smarter move for now. Just keep the other solution in mind, as I most likely think you would have to implement that in the end to really perfect the map.

    If you have any further questions or want further and deeper analysis on each of the changes we suggested, we would absolutely love to comply and give as much feedback as we possibly can. Hopefully, you think our suggestions are as wonderful as we think they are! Thanks for your time, insomnaut.
    I didn't mean to totally not post in this thread earlier, but I hope you can appreciate the video response I made for you, as well as the extra write up from my buddy KmKz.
    Thanks for listening Insomnaut

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  • replied
    Originally posted by Wasteful View Post
    Write a separate post about it and let's see what community thinks.
    Okay - done. https://www.epicgames.com/unrealtour...152#post245152

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  • replied
    Originally posted by Flikswich View Post
    Didn't the poll already decide :3
    Yes but we can always make map pool changes for future.

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