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The biggest drawback to 1-2 (v2_b3) was that it was incredibly easy to camp with the sniper. The corridor was very narrow, so that he almost did not have to adjust to the movements of invaders.
If you want to 1-2 look like a castle (1-4 in SMB), I think it would be appropriate if there was a bridge. The bridge should be able to tear through an ax. And do not forget the mushroom man who speaks the famous words: "Thank you Lord Ashrak Teriel, but our princess is in another castle!"!
1. Merasmus and MONOCULUS. IDEA: When you will first get to world 1-2, you will only be able to access the outdoor area, and in order to get into the castle you will have to summon and kill the 3 keepers of the castle, which will be the three raid bosses. After you will unlock the castle, every few minutes one of the bosses will attack the castle.
2. A racing track. What I disliked about the previous version's world 1-2 is that it wasn't really another racing track like in Mario Kart games, since it featured the same texture as in world 1-1 and didn't incude (if I remember correctly) a racing track. If you will add a racing track that goes into the castle- that would be really nice. It will even be more awesome if you will add the racing cars from Mario Kart 2.
3. More mini-games. The idea of adding mini-games into a map is really fun but when there is only one game it's getting boring pretty quickly. I currently have no idea for what other mini-games you should add to world 1-2 but I will think about it and share anything I think about.
I still wish for 1-2 to be a Rainbow Road world.
Firstly, it's great to see you back mapping and working on Mariokart. Your maps bring so much pleasure to others and you deserve all the credit you receive.
The feeback I have received regarding Mariokart3 is all very positive but it isn't being played quite as much as MK2_b3 due to the lack of world 1.2, so great to see that you are considering adding this in to MK3.
I think 1.2 in MK2 is a near perfect area. Obviously there were problems with engineers camping the cave entrance and exit, but otherwise it was hugely popular due to the extensive mix of fun things to do.
I would ask you to please consider adding a no-kill friendly area (or room), either somewhere in 1.2 or perhaps a small seperate area and call it 1.3. This is the single most request I receive on our Mario servers. Sometimes players just want to take a break from killing and chill or trade. Don't make it easy for them though - if you kindly add this please make them work in order to get to the no-kill area/room, just like you did for 1.2 in MK2. Me and my admins would thank you greatly if you could remove the angst and constant battle and tears caused between "friendlies" and "unfriendlies" trying to live in the same area :-)
I honestly think though that 1.2 was near perfect in MK2, so I struggle to think of other additions to suggest, other than perhaps adding the other bosses to spawn and different ways to trigger them. Mesmarus and the Wheel of fortune would be awesome now I think about it. If you are going for a castle then it has to be Mesmarus doesn't it? :-)
Great work Archanor and thank you very much again from me and on behalf of the thousands of our players who enjoy your awesome creations. We can't wait to see what great additions you come up with next :-)
When I launch TF2 I want other players to shoot or be shot. I would be extremely upset it, then again when half the server to exploit this obvious gap and hides in the friendly zone.
Apart from trade/idle maps I have never seen before a map where regular players wish to participate in both DM and friendly behaviour at the same time. It has caused much upset and debate on our servers and there are strong views on both sides, as your quick reply shows.
Note that I did not ask for the whole map/level to be friendly. I would like a room or small area where players can go if they wish to be friendly for a short while, to isolate them from everyone else. Anyone who doesn't wish this does not need to go to the room.
It is a community map and ideally the option of a small friendly area would be a great asset to it in my opinion :-)
Where we are on the Spawn: this is already a no-Killing Room, on v2_b2, v2_b3 and 3. You can be killed only by the Supernuke (cooldown: 20 minutes!) in the spawn. In addition, there is on your servers the toxic-rtd ... that was it!
I agree with this: the party room is a necessary addition. I'm not sure how to prevent conflicts there, however. In Cyberpunk there was a button to disarm players, but it was kind of ugly and took away lots of the "party" fun. Is it possible to remove damage from players (not buildings) or give them infinite health in the no-Killing Room? On the other hand, I like those tense moments when 2 players face each other, unsure if they should attack to best defend themselves, one of them shoots once, the other doesn't retaliate, and it's LOVE! XD
I agree with that too. The problem with finding all the presents was that only a few players were actually "working" and that, after 1-2 opened, everybody was reluctant to change map. This locked the server on this map and created conflicts between new players and those who had already been there for a few hours.
From what I've seen so far, it looks possible to programmatically move objects, but I only see it occurs as either following a cycle and/or being triggered. Would it be possible to include a maze on the way to world 1-2? The important part is that the maze configuration should change randomly (unlike the presents who always stood in the same locations). It is probably enough to change the maze configuration each time the map is loaded. I'm thinking about a rectangular grid of walls that can be there or not depending on the configuration. In order to give players a sense of progress thru the maze, the wall textures should change progressively, and maybe the maze could be layered, with a pipe to move from one layer to the next. It could be fun to replace a few walls with windows in order to let enemies see each other, and render the maze less uniform. Ammo and health could be confined into dead-ends. Unfortunately, I suppose that HHH navigation will fail in the maze: it would have been a great minotaur otherwise.
This should ensure that all players have to "work", or at least cooperate (escort a medic and an engie with a teleporter), each time they want to go to 1-2. They can fight all they want on the way to the no-kill room! It would also fit with the castle theme mentioned in earlier posts.
- The plugin is active if either the victim or the attacker (or its sentry) are in the protected zone.
- The attacker receives a centered warning message on every hit.
- The victim becomes invisible to sentries for a set time on every hit.
- The attacker is stunned on kill.
- The attacker is kicked on domination.
It is well recieved so far. The zone configuration for dm_mariokart3_v1 is:Seriously, i call bullshit on this one. For the hippies "Party" is none other than write nothing, do nothing and just constantly to taunt into your microphone. And that seriously complain of being killed on a deathmatch map, it reminds me very much of the guys in the official WoW forums, who complain about it to have been killed on a PvP server.
Could always use more of both!
Oh, and on top of each spawn building.