101

(3 replies, posted in Maps)

I like this one. Open enough for conveniant movement, yet closed enough to be defendable.

This map has a lot in common with ctf1, and I think this is the better map. Mostly since it doesn't get overcrowded so easily, but also because the open spaces are generally more conveniant to move in.

Only thing is that I quite often find myself running short with the hook. Maybe the roof should be just one tile or two lower. And I don't mean down by the flags, there the height is well balanced, but the roof higher up over the flags.

Password is also an option. It's possible to add a password with rcon after the people you want in have already joined.

I still think that it is a good thing that keeping track of ammo is hard. I think it's just awesome that some people resort to counting the bullets in their head, since that's what they do in the movies smile. And the *click* sound is fun, especially that you hear it from your opponents weapons too.

Would the game really be as exciting if you never found yourself attacking without ammo and could play it safe all the time? I don't think so.

104

(3 replies, posted in Development)

Sounds good to me.

105

(2 replies, posted in Development)

Tees are pretty much crouched already. Sink your weapon by sinking your mouse, that way it is already possible to hide in several places.

Though I believe the bushes arn't there for the people playing on low detail, which makes these kind of tactics sort of pointless at the moment.

106

(4 replies, posted in Maps)

Dreamduel1
Gametype: 1on1 DM
Game Version: 0.4.2
Map Version: 2
Comments:
This is sort of a spinoff map of my DM map dreamland1. What was to be just a tiny part of something bigger bacame too interesting to ignore just by adding a couple of lasers. Special thanks to Spoon, who suggested the lasers, and to GSD for a lot of useful feedback.
Screenshots:
http://img412.imageshack.us/img412/8485/dreamduel1kh5.th.png http://img255.imageshack.us/img255/7581/dreamduel1qz5.th.png
Download link: http://filebin.ca/qpwxqx/dreamduel1_v2.map

Varsion 2 Changes: Increased amount of hearts on the edges.

(Ok, i's only one map yet. I wrote [MAP(S)] since I'm planning on putting future 1on1 maps in the same thread. I think it would be a good idea if everyone did that. Maps by the same designer would then sort of promote eachother, and they would be easier to find since there would be less threads.)

107

(23 replies, posted in Community News)

wtf?

Gotta love that name smile.

I'm assuming that you are also the creators of wtfland?

108

(35 replies, posted in Fan Art and Other)

This kind of guide could be very useful even to non-beginners if it only held more exact information. Good idea.

Some constructive criticism though:
What is Fire length? Range? I think you should call it range in that case.

All the lines like "medium to high" makes it sound like the range varies. It doesn't, so I think you should change how you write those. Write only "high" or only "medium" is my suggestion.

Bullet speed would be valuable information. When you add laser it could say "instant", that would be pretty smile.

You use time for the fire rate in most cases, so I´m assuming it means how fast it fires? Then the shotgun has "Fire rate: 5 pellets per shot". Eh? Fire rate means two different things?

Switch time isn't 0, at least not in my experience. But the delay is probably just latency. It reacts slower than the firebutton though. Maybe that´s a bug, I dunno. Why even have that line though, when it's always the same?

I suggest writing "Direct hit" instead of "Direct damage". More intuitive.

So the ganade launcher would be (according to earlier posts):
Direct hit: 6 damage
Splash damage: 5-1

I see no reason to even have the Splash damage line on the other weapons.

On the Hammer, I think you should write "Ammo: No Need" instead of "Ammo: None".

109

(13 replies, posted in Development)

Hmm, may I suggest a sticky thread for small suggestions? Cause I hvae an idea that I don't think merits much discussion, but I still think it would be good. Anyway, I´ll post it here for now since the headline suits it.

I´d like to see the mapname displayed somewhere when playing on a map, or on several places. Like, say, when it´s downloaded and somewhere on the scoreboard. Why? Well, I wanna know what map I´m playing on so I can go to the map part of the forum to give feedback. Right now I can only know what map is on a server at the time I join it, and after a rotation I´m clueless.

110

(56 replies, posted in News)

R3ynolds wrote:

arg...0.4.0 is ready and I cant play!!(for some bugs in my computer)
I'm afraid I wont play without a good computer... sad

What kind of bugs?

111

(68 replies, posted in Development)

I like the arrows on the edges idea, but it should only be for teammates. Arrows when for everyone when spectating could be nice too though, but when playing the limited overview has tactical importance and thus shouldn´t be spoiled.

112

(28 replies, posted in Development)

I like that you have taken steps to make movement more balanced, really didn´t like that hook acceleration were so important before. Jumping feels a bit slow now when everything else is so fast, but maybe I'll think that is a good thing once I've gotten used to it.

However, the game feels a little too fast now. It already was before, but it's more clear now when even beginners can move fast so now I notice.

As a beginner, I really appreciated that you could always see what happened when you got killed, with the stars and such. Things were slower when almost everyone were a beginner though, and now things are so fast that it takes skill to see. You need to know where to look to have time to see that you killed someone with a chance-shot and such.

Thus I think it would be good for the game to be slowed down just a little. And I mean everything at once, so that the balance isn't changed at all. I think that would both make the game nicer for beginners and restore some of the much-missed sense of calm when playing.

edit: Or well, it would change the balance in the sence that it would be easier to aim, but I think most people would welcome that change. I would.

Other than that, I like this version so far. Cred for fixing the cursor issue.

113

(4 replies, posted in Development)

Don´t start a new thread about something you know have already been discussed. This particular one has been up several times in different places and most probably by different people.

Still a good idea though.

But I would prefer it as an original gamemode. Not sure I like the concept of mods. The ninja mod was cool, but then Shootme started to alter game physics...

There´s only supposed to be one Teewars.

I believe this wouldn´t be as much of a problem if only bullets were faster than tees.

115

(16 replies, posted in Development)

Yea, customization can be very good, I´m not arguing that. It just needs to be done very carefully, and I think that goes for everything in Teewars, not just the physics.

As long as the options really are very basic, and obvious enough to be noticed when playing, I think I agree that such things would be good.

Nevertheless, in this case of spawntimes, I really think it should be the same always. Either that or two very different variants.

It would make sense to me to disable the forced spawn alltogether on casual servers, to get rid of those inactive tees just standing there.

116

(16 replies, posted in Development)

ShootMe wrote:

I think you're getting too far ahead of yourself airen. Coming from WA what you just said isn't quite true. WA schemes give users a huge amount of options to pick from(weapon selections/ammo for each weapon/power for each weapon/turn delays for each weapon/turn times/round times/etc... many other options as well) People create the schemes that are fun and then post them on sites and such and as people play them the scheme is either good or bad and people won't join a scheme they dont like. And when schemes are selected for tourneys those are also usually posted somewhere and is hardly debated as what options should be what as the person who ultimetly decides is the tourney creator not the users playing.

The one thing the devs know about and you say as well is that having these options may confuse newbies. Yes thats true, and there have been steps already to implement an indicator that server options are not the "defualt".

Maybe I´m a little on deep water now since I havn´t played WA, but at least I´ve tried some worms games out.

I believe you can´t really compare Worms and Teewars in this sence. In Worms, customizability is a part of the game´s whole concept. Choosing the map and such is one of the first things a player does, so naturally the community would embrace that. Also, from what I hear, there are more luck factors in worms, which I think would mean that the gameplay is by nature not fully reliable anyway.

Teewars, on the other hand, is very much based on being deterministic and reliable. Every detail in Teewars becomes a part of your tactics and playing habits, so even the slightest change can throw you off. For this reason, I believe the need for consistancy is much higher in Teewars than in Worms.

So even if a lot of options works for Worms, that doesn´t mean it will for Teewars.

117

(28 replies, posted in Development)

I have also felt that controling the camera movement feels a little awkward (and I haven´t played Soldat, Teewars is the only shooter I´ve played much). So spontaniusly Clawbugs idea does sound good to me, allthough like I said I don´t really know how it would turn out.

I assume that matricks point about the dizzyness is valid. So, assuming that, maybe it´s rather a matter of balancing it? That is, not having the screen always following the mouse, but tighten the borders for where it starts to?

118

(28 replies, posted in Development)

Clawbug wrote:

If you ask me, the screen should follow the mouse all the time.

That would certainly be interesting to try. I can´t really predict if it would be better, but it may very well be.

119

(25 replies, posted in Community News)


=======
ACTIONS
=======

I think the standard movement controls are quite perfect.

- A: Move left
- D:  Move right
- Space:  Jump
- Mouse2:  Hook
- Mouse1:  Fire



=======
WEAPONS
=======

I moved these to not have to move the fingers so far, to switch faster (and to not have to look down).

- S:  Hammer
Easy to accidentally hit this one when stressed, which generally happens when someone gets too close - so melee weapon makes sense.
- W:  Pistol
Starting weapons in the middle line, simple enough.
- Q:  Shotgun
- E:  Grenade launcher



====
MISC
====

Since they introduced teamchat I just didn´t know where to click to chat with the default controls, had to change it back to enter. Still never use teamchat...

- F1:  Console
- F2:  Remote console
- mouse3:  Emoticon
Will probably use mouse3 for the laserrifle later though, it´s the only easy-to-acces button left that I can think of, and sniper on the mouse makes sense in my mind.
- F10:  Screenshot
- Enter:  Chat
- Shift:  TeamChat (not happy with this one though)

120

(12 replies, posted in Development)

I´m not sure what to think of the pistol reload. It´s nice that how you play have influence over how it reloads, but having the gun up between encounters does feel unneccessairily inconveniant (and it takes a while before you notice that you have to, which is also a sign of a not so intuitive mechanic).

I would like to see some way of more actively influence how it reloads. Like, say, that it reloads a lot faster when you move slower or even stands still. Just having the pistol up to reload feels a bit tideus, but I don´t think it would if you could actively influence how fast you get the ammo. Jumping for cover to reload would become an actual tactical option, and it would probably become possible to continiously fight with just the pistol.

To make it more intuitive, maybe there could be some clicking sound when the pistol reloads a bullet.

121

(5 replies, posted in Development)

I don´t think there should be a warning. The only thing a warning would do is making this game slightly less skill-based, cause keeping track of the ammo is a skill - and a cool one.

122

(38 replies, posted in Fan Art and Other)

I am all for making this an official gamemode. It´s nice, simple and elegant, just like a gamemode should be.

It would need to get a more standardized name though I think. Mutant isn´t really as recognizable as dm or ctf. What is this type of gamemode called in other games?

123

(6 replies, posted in Development)

Hammer seems balanced as it is too me. Hard to use but powerful in the right situations. I don´t agree that starting weapons should be less good than the other weapons. If all weapons have different uses, which they have, there is still be reason to want them all.

Sure, pistol could use a slight improvement, but it doesn´t need much. It´s already useful.

I don´t think it´s range the shotgun needs, it´s slightly higher bullet speed - and I think it´s already half-planned that it will get that.

Granade launcher too bad? Nah, I use it about as much as the shotgun. Too good? It used to be, when it had a longer range. I think it´s well balanced now. Reducing it´s damage would make it relatively useless, since the high damage is pretty much it´s only strength.

124

(6 replies, posted in Development)

jeppo: You know, double jumping works pretty well. In most places you don´t strictly need the hook, it just helps.

That said, I don´t think classes is a good idea.

125

(9 replies, posted in Development)

I´m not entirely sure the devs have explored this issue, it´s only relevant when using the (unsupported) editor.

Anyway, I know for a fact that Landil is right. Outside the borders of the mapfile only the graphics are copied infinitely, there minyul is correct. However, instead the left and right edge of the map acts as walls that go infinitely upwards.

So you won´t be able to hook infinitely upwards on the visible walls, but once youre high enough you will be able to jump into the visible wall and hook infinitely upwards on the invisible wall a bit further to the side.