*DAMN R6 Forum

*DAMN R6 Community => *DAMN Battle League(*DBL) => Topic started by: Civrock on November 23, 2003, 08:16:34 pm



Title: *DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Civrock on November 23, 2003, 08:16:34 pm
About spawn,warzone and siege points:

You can submit your ideas where to make the spawn, warzone and siege points so they are as fair and as exciting as possible. Please notice that in season 6 also multi cbs can be done on all maps except the CQB ones. However if you think you know how set points so that the map can also be used on a different ladder submit them as well.

Just make a screenshot in GhostREcon of the command map and add your suggestions where we should put the different points with photoshop or any other application. If the command map isn't detailed enough also add a textual descriptions where the zones should be.

Just send me your ideas to my mail address. Please don't send me pics larger than 100kbyte. The best suggestions will be realized.

Deadline is the 4th december.

Yours,

*DAMN Mauti

hey guys,

if you find any bugs or glitches post them here! So everybody knows about them and can avoid these.

note that not all maps are for every gametype (stated in the rules)!


z][t-Civic


Title: Re:*DAMN BL Mappack 1: Bug/Glitch Reports
Post by: [one] Gambit on November 24, 2003, 12:50:30 am
Two gameplay issues I have noticed so far-

1) Stairs in Aztec are such that you cannot move on them if prone. character also sinks halfway into stairs. I'm  sure the usual glitching issue exists if  you happen to  fall prone at just teh right spot at top of the stairs, but there is no way to crawl up to the edge.

2) You can actually walk through burned out cars on downtown. I am not sure if its all burned out cars or just the one I tried.

That's all so far. Otherwise, I'm really looking forward to having some new maps to play on.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: crypt on November 24, 2003, 04:02:58 am
If these bugs are going to be fixed, then how are you going to fix certain ones? The Mappack will have to be re-released, which could lead to problems.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Fridge! on November 24, 2003, 04:52:30 am
on downtown when you come down some of the stairwells your screen goes blank and you have to guess your way out of the building before your screen comes back


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Acri on November 24, 2003, 09:46:46 am
The bug that fridge reported happens pretty much everywhere where you enter rooms and there are stairs nearby (on Downtown). Also, if you go to the  top floor in the central building, you might fall through the stairs and DIE on the way down. It's a four-storey drop... Not a fun way to end a cb.

The warzone on Downtown should be placed in the market looking area. It is just as easy for all spawn points to defend, which is more important than how  easy it is to reach.

I hate Aztec. I hate Aztec. Die CS, die.

You have reported, Mauti, that warzone on Market is not allowed? Why?

On Weapons Research, one of the spawn points are placed outside and is totally unfair. Perhaps we should place all spawn points inside and the warzone outside! That would be interesting.

Nomad's Park has fucked up spawn points. We must either:

a) Add a lot of trees on the map.
b) Move spawn points into the four EXTREME corners of the map. Spawning on the hill gives you the ability to see all other spawn points and there is no way for the ones on lower ground to hide, unless we have 45  sec invuln time :D

I have experienced that the warzone on Captain's Nest switches a bit too easily because it is a slope. Try making it a bit harder to switch it?
Also, it seems that the spawn points are a bit odd. Perhaps move all spawn points more towards center?

On Reservoir, two spawn points are visible to eachother. Although invuln time is on, one of the spawn points has nowhere to hide! I suggest we move the one that HAS hiding a bit further north.


That ?s all for now.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on November 24, 2003, 10:36:23 am
Crypt to release updated spawn points can be done server side. That's easy and will only be 100kbytes.

Acri you don't need any trees on Nomad map. There are so many possibilities. You can start on both hills just have to move the start points a little bit backwards. Or one at the top and one and the bottom. Because you can't see them due the fog. Same with one hill and one near a corner. Easy. Further you have around the corner trenches.

Market: because the warzone in the hall is almost impossible to conquer once taken but:

Quote
However if you think you know how to set points so that the map can also be used on a different ladder submit them as well.

The map bugs can' be fixed by us. You just should report them so you know avoid them like craters on battlefield.(I gonna edit Civic's post because this is leading to confusion)

Bye,

Mauti


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: BTs_Lee.Harvey on November 24, 2003, 11:33:24 am
OK on downtown.. some ties you spawn in things.. i.e... barrels.. and cant get out.

on nomad.. the fog is great.. but the NV seems to take most ( if not all) of the fog away.. there might not be enough fog written into the NV files for that map.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: crypt on November 24, 2003, 01:12:17 pm
on nomad.. the fog is great.. but the NV seems to take most ( if not all) of the fog away.. there might not be enough fog written into the NV files for that map.

Well, sometimes, you can see through with the NV, and sometimes not(people that are closer), just like ghost town, the player will have to use judgement on when to use NV, and when not to.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on November 24, 2003, 02:03:51 pm
Fog can be added a little bit. No problem. Please don't report any spawn points as bugs because they will be changed soon. Just add ideas please.

Downtown map - one spawn is between tables - the only way to get out there is to prone out.

Bye,

Mauti


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: [TRIBE]Meatwagon on November 24, 2003, 06:34:19 pm
on downtown fell out of the building when i went to the window. and when i hit the ground it looked like i was still in the wall. and also the barrle thing which gm pointed out.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Da? Swiftkill on November 24, 2003, 09:09:55 pm
What about turning these maps into a pure skill game and making it completely random spawns? ;D  I think that would take care of many problems, just as long as its set that the two spawns are the same distance.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: crypt on November 25, 2003, 01:56:05 am
What about turning these maps into a pure skill game and making it completely random spawns? ;D  I think that would take care of many problems, just as long as its set that the two spawns are the same distance.

I don't think that's possible, and the spawns are already random. (out of 4 or so)


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: BTs_Lee.Harvey on November 25, 2003, 05:49:36 am
OK l8test thing i have heard from a few peeps is that in OS 9 they turn the map packs on in GhR.. it makes there GhR os x only and they have to reinstall it. can anyone else check this out.. im still tring to gt my new g5 set up.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on November 25, 2003, 11:50:39 am
THat's impossible! I use it all the time in Mac OS9 and it works flawless.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: BTs_Lee.Harvey on November 25, 2003, 12:59:06 pm
hmmmm.. i dunno then.. one guy i know has tried it 3 times w/ the same result??  ??? ???


Title: My spawn suggestions
Post by: *DAMN Mauti on November 25, 2003, 04:49:57 pm
Since nobody has posted any real visual suggestions here are my suggestions for spawn, siege and warzone points.

Note I think that the Prison, Aztec and De Dust spawns are fine so I wouldn't modify them at all.

Green squares are siege points, white are warzone points and red ones are the spawn points.

1.) Downtown Map
(http://dynamic.gamespy.com/~damnr6/images/cmdowntown.jpg)

I would add the warzone in the middle of the market. Almost all spawns have the same distance to the warzone. For Siege I would let the defending team spawn in the 3story house next to the market. It's an very important tactical building because you control almost the whole market and main street area. Wouldn't be easy to conquer but not unfair at all.

2.) Bunker
(http://dynamic.gamespy.com/~damnr6/images/cmbunker.jpg)

Spawn point 1 and 2 start at the base level of the bunker the spawns 3 and 4 are at the end of one of the tunnels. With these points nobody can see each other at the start. Warzone would be in the middle and siege points are similiar with the spawn points.

3.) Cpt Nest
(http://dynamic.gamespy.com/~damnr6/images/cmnest.jpg)

All spawnpoints are concentrated around the middle so you don't have to run that much. Distance is almost equal for all to  reach the warzone. Siege points are  the cableway base/top station or the chopper landing zone.

4.) Reservoir
(http://dynamic.gamespy.com/~damnr6/images/cmreservoir.jpg)

Don't be confused that spawn 2 and 3 seem to be very near they are at a differnent level. The warzone and siege point is at the stairs from the tunnel to the building in the middle of the map. No spawn can see each other and allow for nice tactical movements.

5.) Weapon Factory
(http://dynamic.gamespy.com/~damnr6/images/cmweaponfac.jpg)

Probably one of the most discussed CQB maps. Yes it is a small map. I would put the spawn points around the large hall where the siege and warzone is located. Each spawn has an independ entry to the hall.

6.) Market
(http://dynamic.gamespy.com/~damnr6/images/cmmarket.jpg)

At each corner of the map an spawn and siege point and in the middle of the map the warzone which is very hard to defend.

7.)
(http://dynamic.gamespy.com/~damnr6/images/cmnomad.jpg)

I have moved the spawn points at the hills a little bit away from the middle. Now you can't see any other spawn point from the start. Siege points = spawnpoints and warzone would be in the middle as it is right now.(That's a tough one to reach)

That are my suggestions. Please leave your opinions. Yet you can complain or add other suggestions but later you have to play with them.

Bye,

Mauti


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: BFG on November 25, 2003, 06:08:37 pm
Ive only looked at these very quickly but i think they are a massive inproment on the current spawns. i like the balence's between the distance and tatical advnatages.

regarding a few of the map:

market - spawns spots 3 and two. Could there be issues of GL bombing from spawn spot 3 into the area of spawn spot 2 before the team at two would be able to spread out enough? possible the same issue with spot 4 GL bombing spot 1 ?

Nomad map - Are there not big sadvantages with spawning on a hill regarding cover / vegetation and a commanding view?


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on November 25, 2003, 08:04:52 pm
Yep spawning on the hill is an advantage relating to cover but on the other side you are open toward 3 sites where the other team could have spawned while the spawns on the ground have to face only one direction where the enemy could be.

About Spawnnading could eventually happen like in MP River.

Bye,

Mauti


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Da? Swiftkill on November 25, 2003, 09:43:30 pm
on downtown, what about putting it in the center building on one of the levels?


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: th.Sentinel on November 25, 2003, 11:24:01 pm
I found a major bug in bunker, when I was playing on a host in with arcade mode on, I wanted to run up the stairs next to the blue bunker, but ended up inside the bunker  ??? .

After testing a while I found out it only worked with arcade mode, but... there is a glitch near the stairs, you can crawl inside the bunker when you're on the ground in front of the stairs. And sometimes you end up in a glitch, the glitch allows you to look trough the walls of the bunker and sometimes even trough the ground bits next to the bunker...

I hope this can be fixed because its major...

th.Sent


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: [MAX]'s KGB on November 26, 2003, 01:22:40 am
Ok just to be clear, untill spawns and bugs r fixed are the new maps obligatory to play?


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Toxic::Joka on November 26, 2003, 07:34:38 am
I dont think you should change the bunker spawns, i dont know how they could be more fair that they allready are. This whole fear about getting shot right away is kinda stupid - the only way you will get shot right away is if you stay in the window and try to shoot someone else right away only they shoot you faster. If you run down from the bunker right away you wont get shot, or just hit the deck.

Just for the record - creekbed  has instant visual contact too, and it worked fine last season.

Hey teacher....leave that map alone, all in all your just a- nother brick in the wall  :D

And hey.....is it just me or is it artic climate at aztec? seems that they do that breathing like on cold maps, looks cool


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: KGB on November 26, 2003, 09:58:14 am
Roger flies.
When I wrote the reply, I knew someone would throw the rule book in my face  ;)
So I checked it right away, won't happen again. ;D

yours KGB


Title: Re:My spawn suggestions
Post by: Noto on November 26, 2003, 10:50:31 pm
Downtown Map = Spawn Point 1 should be moved a bit south of where it is.  The middle of the street spawn allows camping.  Not to mention the fact that it is slightly closer than otehr spawns since it is a straight shot down the road.

(http://dynamic.gamespy.com/~damnr6/images/cmdowntown.jpg)



Weapon Factory = Spawn Point 2 needs to be moved a bit south of where it is located.  It's quite a jog to the warzone from where it is located.  It seems the shortest distance is through spawn 3.

(http://dynamic.gamespy.com/~damnr6/images/cmweaponfac.jpg)



Market = Spawn Point 3 is much closer to the warzone than Spawn Point 4 is.

(http://dynamic.gamespy.com/~damnr6/images/cmmarket.jpg)



Nomad Map = Is it possible to add more things to hide behind?  Tanks, cars, horses, & other large farm animals just to mention some.  It's just way too open as it is right now.  Maybe some more trees on the slopes of the hills that face each other.  If there are a few obstacles, then it would make it more feasable to take the warzone.  If not, just activate Arcade Mode and laugh your ass off.

(http://dynamic.gamespy.com/~damnr6/images/cmnomad.jpg)

.::|N| Noto


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Da? Swiftkill on November 27, 2003, 01:04:59 am
it may be cool if you guys put the warzone on Market Morning downstiars! ;D


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on November 27, 2003, 01:19:26 am
Downstairs? Where are tunnels? Never discovered one.

Noto about the Weapon Fac map. Spawn 2 is so wide in the north because they don't have to open any doors to reach the warzone so they are the fastest there.

About nomad - to add cover could only be done in a small amount. However I think this map is so fun because you have that less cover.

Good night,

Mauti


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Acri on November 27, 2003, 01:46:52 pm
Flies and KGB:
The maps as such are not mandatory as you can agree with the other team not to use them. Rule 30. However, it is mandatory to HAVE the maps. :) I have met a few clans that refuse to play on new maps. What can you do? That's life. :) Cheers!


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: KGB on November 28, 2003, 02:06:50 am
In the weapons research map, the warzone can't be taken !?
Any of you guys experienced it ?


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: BTs_Lee.Harvey on November 28, 2003, 10:04:32 am
I have seen that too KGB


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: BTs_GhostSniper on November 28, 2003, 03:09:19 pm
I played around with the Weapons Research Map last night and the WZ can be taken, you just have to stand in it for like 5 seconds and be right dead inside of the smoke, not just near the smoke like on other maps.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: crypt on November 28, 2003, 04:21:03 pm
On a few maps, i see that the wz can be taken from over 2 or 3 blocks away, i really disagree with that, it should be fixed.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Da? Swiftkill on November 29, 2003, 03:16:12 am
well mauti if u cant find em nvm then  ;D. Ill show u on gameranger sometime.


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: frog on November 29, 2003, 05:55:43 am
I don't think that's possible, and the spawns are already random. (out of 4 or so)

Rdm ? lol . i always respawn behind the guy who killed me. So does he, 2 !
Great jobs for reflexion about the spawn - important subject, as u know. (gg all)
 :-X


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: cO.Kuza on December 01, 2003, 02:11:06 am
Also,

On the Downtown map, when you go into one of the buildings there is a huge glitch. The building diaspears and you can see all around the building as if it was never there. I don't know if this is just my GhR or the maps themselves.

Kuza


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on December 04, 2003, 01:54:50 pm
Alright today we have the 4th december. Deadline for all suggestions. The glitches will added to the Glitch rule part so everybody knows about it and can avoid it.

On these maps I have changed the spawns like some posts suggested here:

(http://dynamic.gamespy.com/~damnr6/images/cmnewdowntown.jpg)

(http://dynamic.gamespy.com/~damnr6/images/cmnewmarket.jpg)

(http://dynamic.gamespy.com/~damnr6/images/cmnewreservoir.jpg)

I gonna send the new insertions and zones to Tim Leary and he gonna change them for us.

Have a nice day,

Mauti


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Blitz on December 06, 2003, 06:37:36 pm
Let me say this... The map pack is awesome. Only there is one flaw that hurts me.  I have a DSL connection, and when playing with these maps, its lags me down from a 30+fps to a 10-20fps.  I think it is with the command maps. The command maps are too detailed.  If you compare the map packs CM to the regular games CM, there is a huge difference.  One, its black and white. Two, it doesn't use huge objects that are from bryce 3d.  If these were less detailed, it might run smoother....

Blitz 8)


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: static on December 06, 2003, 07:06:26 pm
Hello all,

Recently I have been experiencing a major problem with the map pack.  While in game the game seems to crash out and go to the desktop.  Only one problem the game is still going on.  GhR will revert to the desktop but the game is still playing(I can still hear weapons fire and movements).  This is a weird situation since I am unable to get back into the game screen.  I have isolated this to the map pack.  With  the mod installed it happens, as soon as I remove it, it goes away.  I have also tried to dl and reinstall it.  Same thing happens.  Last night I wiped my HD clean and reinstalled OS and a fresh install of GhR and the map pack.  Same thing happened.  Please advise me with any suggestions.


Thanks in advance,

BTs_static

P.S.  Uffz.B lives!


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Brain on December 09, 2003, 03:34:40 pm
 cant seem to take the warzone in down town, no matter how long i stand in it


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on December 10, 2003, 10:02:30 am
@ Static: hmm very strange and I didn't experience such things at all. Did you recently upgrade to Panther and have an ATI graphics card!? There are few reports on http://www.xlr8yourmac.com/ and the Apple support forums about such black screen problems. All in all I can't imagine that the map pack is responsible for this issue although you said it only happens if you use it.

At the moment I can't do much about this. Sorry but hopefully it goes away soon.

@Blitz: strange, because here I have much better framerates than on the original maps. Do you experience the same with the Nomad command map(least detailed cm ever)!?

@?Brain: yep this a well known bug but will be wiped out with the 1.1 update.

Bye,

Mauti


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Monoman on December 14, 2003, 07:00:12 am
Not to just rush Tim or Mauti but I have fixed the warzone on the Downtown map. I moved the warzone in the middle like on the pic above. I just did this so clans can at least use the map. You can download it from my site or from the link below.

Download here (http://www.fileplanet.com/dl.aspx?/planetrainbowsix/monoman/ghrmods/mac/Downtown_WZ_fix.sit)


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: *DAMN Mauti on December 14, 2003, 02:16:52 pm
Did you modify the zone coordinates by hand and guessed were the middle of the market or did you use IGOR?

Bye,

Mauti
ps: I guess you have done it via the console and the LOC command didn't you!?


Title: Re:*DAMN BL Mappack 1: Spawn Discussion and Bug Reports
Post by: Monoman on December 15, 2003, 01:54:01 am
I used Igor to do all the modding for it.


ps. Although I could of done it the console way but that would of taken alot more time.  ;)