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br_lake discussion

Postby ReD NeCKersoN » Fri Dec 11, 2009 6:20 pm

Spawnpoints were moved. We need to test & decide if they should be moved again for an improved gameplay.
Don't suggest making new areas or tunnels! :P Not going to happen.
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Postby ReD NeCKersoN » Sat Dec 12, 2009 12:54 am

As it is currently:

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Postby SmokeyBacon » Sat Dec 12, 2009 1:55 am

Is there just the single bank? Caseus and Nixito had a play on an older version of lake recently which only had one bank, and they said that because of this it had serious gameplay issues, which I could understand. Two banks give the game a whole new dimension, whereas a single bank would give very linear games.
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Postby ReD NeCKersoN » Sat Dec 12, 2009 2:02 am

SmokeyBacon wrote:Is there just the single bank?

Yes. But spawnpoint locations play a part too.
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Postby SmokeyBacon » Sat Dec 12, 2009 2:03 am

Ah sorry, I hadn't thought of that. I suppose with such an open level there are countless approaches to the bag. Well I cant wait to give it a whirl.
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Postby Black Jack Ketchum » Sat Dec 12, 2009 5:20 pm

at a first look i feel that it would be better if the defenders spawn was position nearer the bank, but when i think about it the defenders haw two options, Rush to defend the bank- or take a nice calm haik to the escape and lay in ambush.

But i still think that defenders in general should be positioned nearer to the bank, or robbers a bit further away.

Edit: Spelling........
The REAL Blackjack Ketchum
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Postby Holliday DDS » Sun Dec 13, 2009 12:32 am

I think the spawn points look good for now. The defenders could be a little closer, but I think it is still a tall order for the robbers to get the money and get all the way to the escape without getting picked off.

Hey Red, any plans on trying to add the fog you were working on to the lake? That would be neat to try.
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Postby SmokeyBacon » Sun Dec 13, 2009 1:39 am

A few bugs from lake - only tiny ones that you probably aren't interested in but I'd though I'd try and help a little bit. :wink:

Base of tower once it has been blown up:
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Top of tower once it has been blown up:
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Floating money on rock near to lake:
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Postby ReD NeCKersoN » Sun Dec 13, 2009 2:33 am

Holliday DDS wrote:Hey Red, any plans on trying to add the fog you were working on to the lake?

Sorry, but no.
If I get fog working to my satisfaction it'll show up in a new map later on.

@SmokeyBacon: Thanks. I'll look into those & see if it's worth doing anything about.
Last edited by ReD NeCKersoN on Sun Dec 13, 2009 5:13 am, edited 1 time in total.
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Postby Nixito » Sun Dec 13, 2009 4:18 am

Since I've tried the new lake map, I quite dig the new spawn points. They make it harder for the defenders to camp the bank, and in general make for pretty nice gameplay. They get the Nixito Seal of Approval!

...for whatever it's worth.
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Postby ReD NeCKersoN » Sun Dec 13, 2009 4:30 am

I'm liking the gameplay MUCH better as well. :)
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Postby Sucalakafufu » Sun Dec 13, 2009 5:11 am

with the modifications on the weapons... this map seemed alot more even just from the spawns being moved :D
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Postby Twig » Sun Dec 13, 2009 3:05 pm

First of all i love the new version of Lake and br train was pretty intense! Also loving the weapon changes although it does give me a very hard time atm :D Only bug i have encountered is with sound. The music might "lag" without continuing forward. this happened to me several times and i think they were all once loading map and/or exiting menu and so on.

I'm also curious if there have been changes done to the mouse movement? feels very different from the present version. I'm using just a basic Acer mouse that is plugged in. Anyway im off to try it out some more. hooray for sunday :p
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Postby Sucalakafufu » Mon Dec 14, 2009 6:27 am

@Twig: the mouse input is now using SDL instead of Direct Input i believe....
about the sound... do you have OpenAL enabled? OpenAL seems to be the problem causer of all of the sound problems so far xD
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