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Posted: Sun Jan 08, 2006 8:21 pm
by CrinklyArse
sure i may be up for another game now ;)

Posted: Sun Jan 08, 2006 8:34 pm
by Oeloe
Try: 82.156.244.63:27960

Edit: autodownload enabled now.

Posted: Sun Jan 08, 2006 9:41 pm
by CrinklyArse
rofl, gg :D

Posted: Sun Jan 08, 2006 9:42 pm
by Foo
primaltheory wrote:Image

wrong boards dumbfuck
Don't flame on this board, please.

Posted: Sun Jan 08, 2006 9:44 pm
by Zyte
i only bother reading q3disc while all the q3 action is here.

nice mod, im up for a game next week.

Posted: Sun Jan 08, 2006 9:50 pm
by Oeloe
CrinklyArse wrote:rofl, gg :D
Pff, beaten 25-40 by spite 60 at nmx2... Good practice though. :) All bounce is too much though but mar2 is too much ground battle. It should be more balanced.

Posted: Sun Jan 08, 2006 9:55 pm
by Survivor
Oeloe wrote:
CrinklyArse wrote:rofl, gg :D
Pff, beaten 25-40 by spite 60 at nmx2... Good practice though. :) All bounce is too much though but mar2 is too much ground battle. It should be more balanced.
It's hard to attain that balance because you aren't able to control the players, someone who wants to stay on the ground won't use the JP and someone who wants to go bounce bounce is zipping in the air. It's the player's choice. Maybe that I'll plan a new layout which puts some JPs in a more central area for a mar3 but don't bet on it.

Edit: and in this light I ask what would you want and preferably also a how, but this isn't a promise that I'll make a new one.

Posted: Sun Jan 08, 2006 10:22 pm
by Oeloe
Survivor wrote:It's hard to attain that balance because you aren't able to control the players, someone who wants to stay on the ground won't use the JP and someone who wants to go bounce bounce is zipping in the air. It's the player's choice. Maybe that I'll plan a new layout which puts some JPs in a more central area for a mar3 but don't bet on it.

Edit: and in this light I ask what would you want and preferably also a how, but this isn't a promise that I'll make a new one.
Well, you could balance it by reducing the amount of ground surface. Make it harder to camp there. Bouncing all the time drives you crazy after 20 minutes, but fighting on the ground mostly isn't what midair mode is about. Way too many frags happen at a foot above the ground. With the cpma 1.32 knockback system it would be different though, because you get much more upwards kb there when you shoot someone below the waist (with a rocket or nade).

Take a look at the polish midair maps. nmx2 for example has plenty of opporunities to shoot people in mid-air. Other map to look at are ThePit and http://www.spatter.net/quake3/maps/'own'arama.pk3 (url tags don't work for this link because of the quotes in the filename).

You'll have to figure out a way to make it possible for players to force eachother to go on JP's and also make it doable for them to shoot eachother in mid-air.

What might be a nice idea too, as an improvement of the air rox practice map oBounce, is to put in some glowing 'lines' to indicate the path that players take when they go on the JP's (without moving when in the air). That way one can concentrate on timing rockets without having to predict the path of an opponent as well. Might be a good way of making people grasp the ballistics of player movement more. :)

Posted: Mon Jan 09, 2006 12:16 pm
by Survivor
Oeloe wrote:Way too many frags happen at a foot above the ground. With the cpma 1.32 knockback system it would be different though, because you get much more upwards kb there when you shoot someone below the waist (with a rocket or nade).

Take a look at the polish midair maps. nmx2 for example has plenty of opporunities to shoot people in mid-air. Other map to look at are ThePit and http://www.spatter.net/quake3/maps/'own'arama.pk3 (url tags don't work for this link because of the quotes in the filename).
Spiterbot has the g_midair variable. I put it at 1 for our game meaning max height is 1 rj. I put it at 9 for testing in q3tower and a couple of times i got hit so hard i flew to the top of the twin towers, that's 4096 gameunits at the least out of one shot.

The polish midair maps is exactly what i want to avoid. In spiterbot you have to get your opponent up with the first shot and hit him with the second. The polish maps just have several very large jumppads and so little room to stand still on besides the fact that half the time you're jumping almost synchronous with your opponent which mutes the height difference. If you want to practice for real dueling in either vanilla, osp or cpma there just aren't any arena's there that conform to that kind of training.

Posted: Mon Jan 09, 2006 3:02 pm
by Oeloe
Survivor wrote:Spiterbot has the g_midair variable. I put it at 1 for our game meaning max height is 1 rj. I put it at 9 for testing in q3tower and a couple of times i got hit so hard i flew to the top of the twin towers, that's 4096 gameunits at the least out of one shot.
g_midair only seems to be effective when you give someone knockback when he's already above the ground. It also seems to have the unwanted side-effect of blowing players that are falling, back up in the air even when you shoot a rocket behind them against the wall.
If you want to practice for real dueling in either vanilla, osp or cpma there just aren't any arena's there that conform to that kind of training.
It doesn't really make sense either to practice airrox on a normal map in midair mode, because in normal duel's people are (strafe)jumping all the time, which gives opportunities for shooting someone in the air. In midair mode everyone will do the opposite by staying on the ground at all costs (never jump). That's why i think you players should be able to force each other to go in the air by artificial means (jumppads). Not to the same degree of the Polish midair maps of course.

[/repeat previous post]

Posted: Mon Jan 09, 2006 4:21 pm
by Survivor
The pure target of the map is best present in the first mar. It wasn't truly meant for practice, more a duel map for the midair part of spiterbot.
It enabled you to not only practice midair rockets but also use the wall to rj away from incoming shots, go to the upper level to seek some cover from a good groundlevel player. The jumppads where there for enabling you to go up but also for getting away.

If you wanted to practice midair all you would really need is 1 part where you are able to walk the ground and 1 part where you too are jumping with a third part where you just put some bots on a jumppad pattern.

Posted: Mon Jan 09, 2006 5:41 pm
by Oeloe
Ok.

I think oBounce is one of the most useful maps for gaining skill at airrox though. Very often you'll have to carefully judge a target's speed and compensate for that when timing a shot. Not a map you'll want to play very often, but it certainly pays off if you want to get the feeling you need to be able to do that 'swing of the crosshair' you see people do in RA3 movies (on Overkill) to do air rox.

Posted: Tue Jan 10, 2006 12:23 am
by ^misantropia^
Survivor wrote:If you want to practice for real dueling in either vanilla, osp or cpma there just aren't any arena's there that conform to that kind of training.
What about the RA3 maps (which are supported by CPMA btw)?

Posted: Tue Jan 10, 2006 1:39 am
by Oeloe
CPMA doesn't have a midair mode, sadly...