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Author Topic: Ge_Grid by Sess1on  (Read 43249 times)

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Rodney 1.666

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Re: Ge_Grid by Sess1on
« Reply #60 on: September 19, 2011, 05:40:30 pm »

Four months does not a necropost make.
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9:48 PM - Macc 1.666: So I post on GE:S after 6 months and Facility comes on Radio Nintendo
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major

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Re: Ge_Grid by Sess1on
« Reply #61 on: September 19, 2011, 08:29:01 pm »

Four months does not a necropost make.

Its national talk like a pirate day, not Yoda.
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Jeron [SharpSh00tah]

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Re: Ge_Grid by Sess1on
« Reply #62 on: September 19, 2011, 08:47:58 pm »

Its national talk like a pirate day, not Yoda.

ARGGG, Complete bullshit, this is.
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Complete: Ge_Runway (now under care of CC Saint); Ge_Caverns // W.I.P.:Ge_Streets; Ge_Depot; Ge_Train;

namajnaG

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Re: Ge_Grid by Sess1on
« Reply #63 on: September 19, 2011, 10:14:01 pm »

He hasn't been active since June, So maybe, Maybe not. If anyone knows him over Steam maybe they could ask him.

The Cy

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Re: Ge_Grid by Sess1on
« Reply #64 on: September 20, 2011, 09:01:54 pm »

that´s a shame, I really like this map. hey @Sess1on, wake up! don´t let us wait 14 years like the duke nukem guys!  :'(
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Sess1on

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Re: Ge_Grid by Sess1on
« Reply #65 on: September 21, 2011, 07:01:58 pm »

Don't worry, guys, the map is basically done! However, I haven't had time to organize a playtest. If you're interested in doing one PM me. Preferably GE:S playtesters but if you have playtesting experience in generally that's cool too.  :)
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major

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Re: Ge_Grid by Sess1on
« Reply #66 on: September 22, 2011, 01:18:21 am »

:) Something we can help with. We can slap it on our fast download, password server, and handout the pass. This way we don't have to have people download then install. It will just install in-game.

I know i'd like to help test it. I bet about all the testing crew would help.

Watch out though, the testing team are animals ;) We rip stuff apart, but there are no better.


I think I smell a map pack/community play night.
« Last Edit: September 22, 2011, 01:20:45 am by major »
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Rodney 1.666

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Re: Ge_Grid by Sess1on
« Reply #67 on: September 22, 2011, 05:35:17 am »

Well that went well.
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Quote from: Friday, June 07, 2013
9:48 PM - Macc 1.666: So I post on GE:S after 6 months and Facility comes on Radio Nintendo
9:48 PM - Macc 1.666: think it's trying to tell me something
9:48 PM - Proxie: Tonight you will dream of Grant Kirkhope and VC

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Re: Ge_Grid by Sess1on
« Reply #68 on: September 22, 2011, 11:22:13 am »

count me in for testing. what about a public testing night this saturday?
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Airtux

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Re: Ge_Grid by Sess1on
« Reply #69 on: September 24, 2011, 04:26:21 am »

i am ok for testing.
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Sorry for my poor english.

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Re: Ge_Grid by Sess1on
« Reply #70 on: September 24, 2011, 05:08:16 am »

I would like to test :).
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Sess1on

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Re: Ge_Grid by Sess1on
« Reply #71 on: September 25, 2011, 12:21:14 am »

Alright, before I do a full compile for the playtesting beta I thought I would ask a little help on the placement and layout of spawns & weapons. I would really appreciate input on what I have so please excuse the crudeness of the photoshop layout. Just to clarify, I didn't add teamspawns/tokens as I didn't want to clutter it more and establishing these elements first is more important to me. Thanks guys!  :)


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CCsaint10

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Re: Ge_Grid by Sess1on
« Reply #72 on: September 25, 2011, 06:27:40 am »

To be honest man, it isn't a good idea to finalize weapon spawns until you finalize team spawns. From there you determine what will create the most balance weapons for each spawn zone. Essentially you try to mirror what each team has on each side but also make them logical by putting the higher levels in open areas. Doing team spawns first also helps you to determine where the largest amount of traffic will be in your map. It will allow you to see the areas of difficulty and what you have to do to make it balanced. I could do a mock up for you, but if you would be able to specify where you would like your team spawns to be it will give me some sort of basis to know what you are thinking when I make my layout. This also will help when determining armor location. :)
« Last Edit: September 25, 2011, 06:29:54 am by CCsaint10 »
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Brings back memories, doesn't it? :D

Sess1on

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Re: Ge_Grid by Sess1on
« Reply #73 on: September 25, 2011, 09:18:23 pm »

Well that makes sense. The only problem I'm having then is how teamspawns are supposed to be set up. Right now I'm thinking of having one team spawn in the 2nd floor lobby and the other in the lower third areas of the 1st floor. What do you think? I just don't want to compile the map and have the organized playtest be an instant bust because it's completely unbalanced.
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major

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Re: Ge_Grid by Sess1on
« Reply #74 on: September 25, 2011, 09:47:01 pm »

Well I think best bet is to compile a version with some quick spawns where you think they look good. Compile, and give to saint,E-S,Mangley,Luchador, pretty much the map crew. They should be able to work with you and draw up a good spawn layout in just a couple days. Then can use there ideas and compile a more built one for open testing.

I hate excluding the community, but these dudes can balance a map and rip it apart with no hesitation.
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