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Old 07-15-2011, 08:53 PM   #41
KaizerSosa81

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Default Re: The Impending Release Scream Thread [v 0.96]

Quote:
Originally Posted by MeKillHatch View Post
Updating objects\weapons_server.zip for 10 minutes now. (still installing)

"This may take several minutes and appear unresponsive. Please wait until the process is complete."

For how long? 15 min?
You sure you don't have the PunkBuster prompt box behind it? You need to click finish on that so it can finish the overall install. Or else it'll stay like that.
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Old 07-16-2011, 01:15 AM   #42
[R-DEV]AFsoccer
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Default Re: The Impending Release Scream Thread [v 0.96]

Quote:
Originally Posted by NyteMyre View Post



Flag layout?

Really?
I know we all get stuck in how things are "done", so I actually created this route to mix it up a bit. Some of my thoughts were:
  • Create a cross between AAS and CnC
  • Make it more realistic (the final objective is the overall mission)
  • To add some variety
  • To see how it affects how we "typically" play... i.e. to make people think outside the box and see what happens.

I'd be interested to hear how the game went. If there is a strong consensus that it just doesn't work, then I can change the route. But I think after the initial, "what the heck am I supposed to do with this," I'm hoping it will be a nice change from the other 8 routes on the map that are more traditional. In many ways it gives you a lot more freedom, yet isn't quite as open-ended as CnC.

Let me know what you think after you've had a chance to play it a few times.


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Old 07-16-2011, 02:26 AM   #43
Spuz36

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Default Re: The Impending Release Scream Thread [v 0.96]

Think I was on that map layout doing some challenger work. Mind you this video is for the lulz. We were quite confused with the layout heading out, but found our way.

Cnc wise we put our FOBs all around their cap flag, and won.

I think this layout was definitely a change up, and really made you go for the gusto and make a bee line to the flag. However, I can see people setting up FOBs in a chain to get there almost like check points. When we played, it seemed each side took a clockwise route to the flag. That is, the British went south across that wtfbbqhugebridge, and the PLA must have went north.

Once we capped the PLA flag it was pretty easy to keep them out. While they spawn closer, organization of vehicles is needed to push any armor out. Our British team eventually had 3 FOBs surrounding Uranium and that really gave us reinforcement power.

Great map by the looks of it and really optimized well. Impressive with all those trees around.



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Old 07-16-2011, 02:50 AM   #44
Tarranauha200

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Default Re: The Impending Release Scream Thread [v 0.96]

So much bugs
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Old 07-16-2011, 04:05 AM   #45
MasacruTheSniper

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Default Re: The Impending Release Scream Thread [v 0.96]

Quote:
Originally Posted by Tarranauha200 View Post
So much bugs
There's a bug forum and I would like to know what are the bugs you've encountered ? I didn't see any bug and played for a few hours.



The new sprinting system is so good.. now IT feels like I'm really making a run for and the way you travel around the map now is so much better.

Overall I love it.
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Last edited by MasacruTheSniper; 07-16-2011 at 04:12 AM..
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Old 07-16-2011, 01:31 PM   #46
[R-DEV]AFsoccer
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Default Re: The Impending Release Scream Thread [v 0.96]

Quote:
Originally Posted by Spuz36 View Post
I think this layout was definitely a change up...

Great map by the looks of it and really optimized well. Impressive with all those trees around.
Thanks Spuz... and thanks for the video.

As you said, there are 7-8 traditional AAS routes on the map, but this one and a slight variation of it (with two flags in the middle) should offer a much-needed "change up". Hopefully everyone will experiment with their new freedom and give it a try.


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