[Mod]-Remnants

New mod releases.

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Amy
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Re: [Mod]-Remnants

Post by Amy » Thu Feb 11, 2010 4:53 am

>_> i was joking jerk >_>
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Re: [Mod]-Remnants

Post by G[v]N » Thu Feb 11, 2010 6:22 am

I'd try and phrase my answer to cover all bases and sound all diplomatic but meh I give up.

Why do you ask for criticism if you don't frickin act upon it?
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Re: [Mod]-Remnants

Post by Amy » Thu Feb 11, 2010 11:27 am

G[v]N wrote:
Why do you ask for criticism if you don't frickin act upon it?
Amy wrote:
Okay, so maybe i will make a v2....
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Re: [Mod]-Remnants

Post by Moxus » Thu Feb 11, 2010 6:30 pm

Amy wrote:
G[v]N wrote:
Why do you ask for criticism if you don't frickin act upon it?
Amy wrote:
Okay, so maybe i will make a v2....
I think he meant directly addressing the points we brought up; saying "so maybe i will make a v2" doesn't concretely recognize the criticisms raised.

-=Moxus=-
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Re: [Mod]-Remnants

Post by G[v]N » Thu Feb 11, 2010 10:53 pm

Point is she didn't even think about improving the mod. There's no point asking for comments then.

Just saying.
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Re: [Mod]-Remnants

Post by Amy » Fri Feb 12, 2010 5:00 am

Comments =/= telling how to improve
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Re: [Mod]-Remnants

Post by Guest » Fri Feb 12, 2010 6:19 am

Amy wrote:Comments =/= telling how to improve
A comment is generally a verbal or written remark often related to an added piece of information, or an observation or statement.

Fail.

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Re: [Mod]-Remnants

Post by Amy » Fri Feb 12, 2010 8:29 am

Fine, you know what, if your all just going to flame me because i didn't know comments meant constructive criticism, then fine.

I will make a V2 addressing most of the points made in this topic. NOW i am asking for any suggestions to do for V2.
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Re: [Mod]-Remnants

Post by Kiyoshi » Fri Feb 12, 2010 8:46 am

Amy wrote:If you have any Questions or Comments, please PM me or post here.
We assumed you wanted that.

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Re: [Mod]-Remnants

Post by Moxus » Fri Feb 12, 2010 11:57 am

Moxus wrote:It's good to see that you did make some improvements from when I Beta-tested the map a while ago, but a lot of the problems still remain:
  • • While it's good to have varied terrain present in a level, the interior of the map is still too cluttered to navigate easily; you need to clean up and smoothen out the interior of the asteroids so that players can easily move within the space.

    • While a unique and creative idea on the surface of the asteroids, I find the teleporter ladders to be an additional source of clutter on the asteroid's interior. Keep it clean!

    • The teleporters on the top of the Sniper and Turret asteroids are almost too close together; if you're walking around that area, it's easy to accidentally go through one or the other. Moreover, it might be best to make the destinations of the teleporters a little clearer: because the arrow teleporter is the only one seeming to go in the direction of the center asteroid, it always catches me off guard when I end up on the adjacent sniper asteroid.

    • You need to expand on the map's geometry; there are too few paths and means to navigate the map. Therefore, you need to add geometry so that players can have more variation in how they move about and engage in combat.
I'd also like to re-iterate some of Grav's criticisms:
  • • As Grav pointed out, its really easy to get disoriented in the interior of the asteroids. Try adding some light beacons or colored objects to help players get a bearing on where they are.

    • You really can't afford to have 4 Snipers on the map; there's just too much open ground for a spawning or spawned player to have a real chance against 4 high-damage, portable weapons. That said, because the Shades are stationary and fire slower projectiles, they can probably stay.
In short: just like when I beta'ed it, Remnants needs work.
^ My two cents for a V2.

-=Moxus=-
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Re: [Mod]-Remnants

Post by Fortune » Fri Feb 12, 2010 2:22 pm

No offense, but i dont think mods like these need v2's. Just updates to get rid of bugs that SOMEHOW made it through beta. Like ipod apps. They don't release v2's and v3's. They just make updates that fulfll what the people ask for.
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Re: [Mod]-Remnants

Post by Amy » Fri Feb 12, 2010 2:26 pm

Update= V2

Update is to Update a version

version 2 = first update since original
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Re: [Mod]-Remnants

Post by G[v]N » Fri Feb 12, 2010 10:59 pm

Amy wrote:Fine, you know what, if your all just going to flame me because i didn't know comments meant constructive criticism, then fine.

I will make a V2 addressing most of the points made in this topic. NOW i am asking for any suggestions to do for V2.
We are not flaming you. It's irritating you don't get the point of comments; which is to improve the mod, which leads to an update.
G[v]N wrote:Interesting.

From an aesthetic point of view, this map is amazing- with a background story to match. The ladders with teleporters are a nice touch.

However, gameplay is where (I imagine) it starts to go wrong; the interior of the asteroids are exactly the same, with makes it very easy to lose your bearings. Naturally I haven't play-tested this, but people will (most likely) get very frustrated.

Now, as for the placement of weapons and the corresponding 'advantages'..I imagine (yes, again) the sniper rocks, with a complete view of the whole 'upper' map, is already imbalanced; add to that the fact there are teleporters within easy reach- if I were sniping and were being attacked, I could just tele to the other side, shoot, etc. And if you had *capable* teammates in the turrets- that's the end of the other team.

So that limits passage to the 'lower' map, which serves to worsen said problem- the lack of direction inside the asteroids.


Well, that's what I think- you should try hosting and see what really happens.
Which is what I've been giving from the start. (comments, I mean.)
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Re: [Mod]-Remnants

Post by Amy » Sat Feb 13, 2010 5:16 am

Yeah, i just went to parent teacher student conference and my humanitites teacher said i have to work on accepting constructive criticism from peers...
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Re: [Mod]-Remnants

Post by Moxus » Sat Feb 13, 2010 6:08 am

= |.

-=Moxus=-
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
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