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 What do YOU want for the next version of H2:CE
jay_em113
Posted: Sep 22 2005, 07:04 PM


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QUOTE (Renegade Masta @ Sep 22 2005, 06:58 PM)
K here it is the key is different on this one

user posted image

blue is possible AIR LIFTS
purple is possible GRAVITY LIFTS
Black is sniper spawn
White arrows show where the powerups are going to go

All places the lifts are shown are just ideas for places for them to go. Air lifts would go higher and are bigger so those would be on ground level. Gravity lifts in the middle would be thinner and not go as high but you would still get there. So maybe decide which lift to use and what to places to put it in.

Call me a noob, but what exactly is the difference between air lifts and gravity lifts?

Either way...looks good
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Renegade Masta
Posted: Sep 22 2005, 07:08 PM


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So you just want to sit here and let the levels that aren't played professionally anyway that no one else plays that much either just sit there and be terrible. Thats sounds like a great idea oded lets just not be innovative at all. Lets just let all the maps that suck still suck and only play the same levels over and over.

This is supposed to be combat evolved and opening up new doors to levels. Like what dest did on foundation that is not a MLG map and it is much more fun with that 3rd level now. Turf isn't a very good map right now. But I think adding a couple lifts and removing a couple invisible walls so crouch jumps can also be used to get up there. and crouch jumps to get up on some of the buildings will make this map much more fun and will still be just as balanced since it is only in that 1 area.

And jay gravity lifts are like the ones on backwash and air lifts are like the ones on foundation or warlock.

PS on both of those maps only a couple of those lifts are going to stay. Those are just suggestions for where they should be.
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jay_em113
Posted: Sep 22 2005, 07:21 PM


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QUOTE (Renegade Masta @ Sep 22 2005, 07:08 PM)
So you just want to sit here and let the levels that aren't played professionally anyway that no one else plays that much either just sit there and be terrible. Thats sounds like a great idea oded lets just not be innovative at all. Lets just let all the maps that suck still suck and only play the same levels over and over.

This is supposed to be combat evolved and opening up new doors to levels. Like what dest did on foundation that is not a MLG map and it is much more fun with that 3rd level now. Turf isn't a very good map right now. But I think adding a couple lifts and removing a couple invisible walls so crouch jumps can also be used to get up there. and crouch jumps to get up on some of the buildings will make this map much more fun and will still be just as balanced since it is only in that 1 area.

And jay gravity lifts are like the ones on backwash and air lifts are like the ones on foundation or warlock.

PS on both of those maps only a couple of those lifts are going to stay. Those are just suggestions for where they should be.

Ah, yah I gotcha....in that case....air lifts all the way. I hate that stupid ass noise the gravity lifts make.

Also, since I'm thinking about it....the air lifts should be as close to the half way point of that circle as possible. This will make it easier for the other team to see you from their base and therefore make it somewhat harder to get up there on a regular basis. More strategywill be involved.
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NaStY
Posted: Sep 22 2005, 07:22 PM


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Gravity lifts have one small area that boosts you up, near the ground. They make a big noise and generally send you really high. Air lifts are a constant current that, if you enter it, will blow you back slowly and only moderately high. Think colossus lift vs. Ivory Tower.

So as far as Turf, I think all of those invisible walls are great ideas, and I like the lift by warthog. As far as the warehouse Powerup, I think you should leave the northern one, but take away the southern one in that area, because you can actually reach that bridge with some nice jumping. Of course, you can reach the other building that the northern lift leads to as well with just jumping (if the invis walls are removed like you have shown) but it's more of a lookout tower that people should be able to be on. The dividing wall should take skill to cross over, because if you can, it would be a powerful position.

In the scarab area, I like the one to the left of the wall, because it's a less cluttered area in general.

Finally, by the med tent, I like the lift to the far right, on the orange roof. However, I think it should be dropped down to the floor just because it will flow with the level better. Then, let's put the powerup on the platform south of the PP spawn, replacing the PP with that lift you've shown.

So, essentially, remove lift closest to the Scarab leg and the lift by that central wall (near Warehouse PP, but the one farther from it). Move the Powerup to the southern platform in the Med Tent area and move the lift to the right to the ground.


For Sanctuary, I like the idea of having the lifts closest to the snipers, but make them grav lifts. They should shoot you high. Basically, make it so that it's easier to get up than using the regular jump, but it alerts everyone with a sound and shoots you high, opening you to fire.

PS: Can you number these lifts? I wrote a lot and its still sort of confusing.
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Renegade Masta
Posted: Sep 22 2005, 07:29 PM


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K I like the input. That is sort of what I was leaning towards. But when I referred to gravity lift I was talking about like the one on backwash. But I think the one from midship would work fine. I think the air lifts that are on foundation right now would be perfect. I will post some updated pics in a second.
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NaStY
Posted: Sep 22 2005, 07:42 PM


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Nah, use the ones that like fire you up, not the ones with a current of sorts. Use Ascensions or Colossus's, it feels way cooler, looks way cooler, and works better cause of the nice big sound. I guess there are really 3 kind of lifts, 1. big grav lifts (colo)
2. small grav lifts(have currents) (Lockout, Midship) and 3. air lifts (have currents)(Ivory tower, Foundation)

So yea, lets get those pics numbered so we can describe the desired changes in an easier fashion.
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Renegade Masta
Posted: Sep 22 2005, 07:49 PM


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Here we go

user posted image
user posted image
I put the dots where I think you were describing on both maps you confused me a little bit. I like the idea of the lift thats on acension. But that will shoot you way to high. I am thinking more of an airlift on each side similar to the one on foundation where I marked it. It is about the right speed and should send you the right height.
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jay_em113
Posted: Sep 22 2005, 08:09 PM


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I think both of those look perfect now
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Renegade Masta
Posted: Sep 22 2005, 08:17 PM


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Thanks ok now I will work on a easy little summary of everything for dest that we have agreed on so it can be tested in gameplay.
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Renegade Masta
Posted: Sep 22 2005, 08:25 PM


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Turf: Air lifts
Snipers <=> Brute Shots
Rocket -> Warthog

Sanctuary: Air lifts
Powerups -> Under arches
Snipers -> Bridge PP's
Shotguns <=> Rock PP's
Rocket -> Sword

user posted image
user posted image
Blue dot=air lift

Gemini:
Needlers -> PP's
Pistols -> Brute Shots
Camo -> Sword

Warlock:
OS -> Top center
CAMO->Bottom middle

Backwash:
Beam Rifles -> Sentinel Beams
No Fog
Starting Grenades

Elongation:
Snipers -> Brute Shots
Powerups -> PP's

Yeah also just make sure on elongation both teams spawn right near the area of their color ramp (either down below their ramp or just at the top of it before the computer and even maybe a few beside it down below next to the belt) and not at their base.
So actually it makes it where both teams are the same distance from both powerups.
There is a nice neat little package for you dest.
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NaStY
Posted: Sep 22 2005, 08:28 PM


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^ Pefect. Do it Dest. tongue.gif
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jay_em113
Posted: Sep 22 2005, 08:33 PM


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QUOTE (NaStY @ Sep 22 2005, 08:28 PM)
^ Pefect. Do it Dest. tongue.gif

Agreed!
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