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Thread: Big 5 discussion 5. Trijent Dam

  1. #11
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    Quote Originally Posted by Don View Post
    I think this map could actually work once (or if) rappelling from dropships is added. It would allow marines to FOB as they go and use medevac/rappeling/supply drops as a mobile LZ.
    This would be very cool, big style points.

    Marines would need to use CASEVAC and supply drops more - but maybe they don't much now cause you have to walk manpower from the LZ anyway

  2. #12
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    The map is still being worked on. In general, a pop limiter is not how I see us fixing the problems we see mentioned.
    And the idea's that we had for the map are also not fully implemented at this time.


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  3. #13
    Senior Member Steelpoint's Avatar
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    What concepts were in mind for the map that have yet to be developed?

    It'd help us get a bigger picture of what was envisioned for Trijent.
    This is war, survival is your responsibility
    Captain Alan Bentway
    Synthetic: Nicholas
    Hunter Kwei Ikthya-de

  4. #14
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    Quote Originally Posted by Steelpoint View Post
    What concepts were in mind for the map that have yet to be developed?

    It'd help us get a bigger picture of what was envisioned for Trijent.
    Well, I know the idea's that we had but I cannot comment on the actual changes being made.
    Examples of ideas: Vehicles like cars for marines to quickly travel around.
    Fog that is harmfull for xeno's and marines that blocks of part of the map.
    The sensor tower always being on so xeno locations always being known.


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  5. #15
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    Sensor tower always being on

    Remove the platforms at LZ2 it restricts the tank and FOB building

    Make LZ2 more open, the chokes to the north are heavily xeno sided.


    These changes would make Dam much better

  6. #16
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    This map needs some love in the flavor department. The dirty water is cool, and the radar dish is an excellent point objective, but the map is pretty sterile otherwise. We had a tribes round on it a while back, and it was insane just how little to do there was. No random toolkits lying around, no dead colonists. Every other map has some fragments of a story in their set pieces, Trijent just feels empty.

  7. #17
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    - Lack of materials (you can't build past LZ-2 because you get the same materials at round start as EVERY OTHER MAP despite the map requiring 5x the materials).

    - Lack of ways to close flanks (there is at least 2 flanks on EVERY PATH YOU TAKE).

    - Lack of holdable checkpoints where we can drop supplies / be safe (the locked down checkpoints don't mean shit to xenos they just acid r-walls before marines even show up).

    - Lack of ways, IN GENERAL, to control xeno movement (every map, even Ice Colony, has this yet Trijent does not, the fuck?).

    I could list even more but there's no point since ive commented this 1000 times, made a separate thread, and we still don't have any of the fixes in. So till at least one of these points are addressed, not really much to say.

  8. #18
    Dev Team Vicacrov's Avatar
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    Pop limiter is something I brought up in the devteam before but it kinda got buried.

    I'm all for it since it kills the server during lowpop (alongside with ice) and 190 people LV is just a clusterfuck.
    April - Synthetic
    VIC - Xenomorph

  9. #19
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    too many dead ends/dead space

    does anyone like the large amount of those barricade walls you have to hop over or go around?
    Last edited by reuben owen; 06-03-2019 at 12:23 PM.

  10. #20
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    Add dedicated APC and repairable vehicles that marines can drive. Beno favoured map no more.

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