*DAMN R6
.:Navigation:| Home | Battle League | Forum | Mac Downloads | PC Downloads | Cocobolo Mods |:.

Welcome, Guest. Please login or register.
November 27, 2024, 03:55:37 am

Login with username, password and session length
Search:     Advanced search
One Worldwide Gaming Community since 13th June 2000
132955 Posts in 8693 Topics by 2294 Members
Latest Member: xoclipse2020
* Home Help Search Login Register
Pages: 1 [2]   Go Down
Print
Author Topic: about the upcoming ghr adjustments  (Read 7334 times)
0 Members and 1 Guest are viewing this topic.
[a] LYNX
Moderator
Sr. Member
*****
Offline Offline

Posts: 280


« Reply #20 on: June 27, 2006, 09:01:07 pm »

castle 4 vs 1 doesnt work. we already found an alternative (yay) and have to check on this. mb already tomorrow.

EDIT: we spawned and ran and spawned and ran and 10 more times did this to find the locations invisible from start + same distance to any entry into the castle. marked on the castle map and already included into the download thx to monoman.
« Last Edit: June 28, 2006, 09:23:18 pm by [a] LYNX » Logged

[a] LYNX
[a] LYNX
Moderator
Sr. Member
*****
Offline Offline

Posts: 280


« Reply #21 on: July 11, 2006, 07:15:06 pm »

alot of little changes and bugfixes are in the current download, so for everyone that already has tested it you may want to update to the current version. all others: your input is appreciated! download and host it a bit!
heres the direct download link: http://monoman.planetrainbowsix.gamespy.com/downloads/DBL_Addon_Beta.sitx
Logged

[a] LYNX
Croatia
Member
*
Offline Offline

Posts: 2


« Reply #22 on: September 26, 2006, 10:33:32 pm »

Logged
[a] LYNX
Moderator
Sr. Member
*****
Offline Offline

Posts: 280


« Reply #23 on: October 01, 2006, 02:40:10 pm »

hey croatia,

roadblock: the idea is very interesting. the wz would somewhat be like on farm before the change - impossible to change w/o getting shot. it couldnt be done w/o changing spawns tho, like you already hint to with your moved spawn 1. BUT, the other spawns would need to be changed too. 2 would need to move up on the inner as well, else they would be spwannaded by one if they want to come out, and they cant just move over 3 since then they already lost the wz. 3 would need to move into that ruin then in order to not get pinned down by 2. and since all spawns moved already (1 needed to move a bit lower then btw) spawn 4 had to move a bit closer to wz too.
all in all this would make a new roadblock, where all spawns are on the inside and noone ever would see the outside. this wasnt wanted by the topic but would be a very cool addition!

caves: i dont see how the moved spawn 4 brings anything cool/better to the experience of caves. also, did you play the new wz area extensivly? both (up and down the cliff) sides can now easily change the wz with even chances to die or not to die. that brings a whole new tactic-element into the map. moving the zone back to the old area (tho closer to the bushes) leaves the lower spawns again in a huge disadvantage.

do you agree? pm me if you want.
Logged

[a] LYNX
Pages: 1 [2]   Go Up
Print
Jump to:  



 Ads
Powered by SMF 1.1.7 | SMF © 2006-2007, Simple Machines LLC
Page created in 0.072 seconds with 20 queries.