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LostTemple Feedback Thread


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Posted

Just opening this thread in the hopes of feedback on LostTemple, which is a map I released in 2013/2014 for the Jelly 10th Anniversary, and is my second 'from scratch' map.

I understand peoples very strong feelings on fan maps and have hopes playing on my map is enjoyable.

So if you have anything you want to say regarding it, please say so here, the map is in active development so with your feedback it can be tweeked if need be. 

I think the most common point people mention is "The Gatling Tank is OP", this is not intentional, it has a weapon that exists already in the game that most should be familiar with. (Orca/Apache gun) and that unit has this gun and can fly..  I was thinking of nerfing its damage by 25% from 20 steel to 15, (APC does 12 steel)
I can never seem to be around whenever it comes up in the rotation which is v annoying, so please leave your feedback.

thank you 
 

If you are interested, here is a full list of the current changes (From Default Renegade).

Spoiler

Infantry

Shotgunner renamed Specialist and given an additional free sniper rifle (Partisan Sniper Rifle)

Tier 1 infantry are roughly half price across the board because they are essentially meme units that serve no purpose. 
LCG 350, Patch 300 Mendoza/Mobius 750
Gunner Rockets and Officer Rockets range reduced by around 35% to prevent base to base

Golden Gun
Mag size: 1
Damage: 400 shrapnel 
Range: 75m (+%50 over normal pistol)
spawns once every 10 minutes, requires human sacrifice to obtain.


Partisan Rifle (Free sniper)
mag size: 1
Damage: 50 Tiberium Shrapnel
Range: 150m
Velocity: 300m/s 

Vehicles

Gatling Tank (both factions)
Cost: 700
Single seater suppression vehicle
450 Medium armour
slightly slower than APC
Has the same weapon as Orca/Apache (20 steel damage firing 12 times per second with no cooldown)

Nod
Artillery and MLRS rocket range reduced by 35% to prevent base to base.
Artillery Splash radius from 12m -> 8m
Stealth Tank Detection radius decreased from 50m to 40m
Armour changed from Heavy to Medium (meaning small arms does a little more to them)

Recon Bike
Cost: 500
250 Light armour HP
2 burst launcher dealing 60 per rocket, 2s reload. 

GDI
Mammoth tank projectile changed to GDI shell instead of Nod shell
Cannon Damage increased from 75 -> 80 (same as Medium tank per Barrell)

MLRS has rotating turret.

 

  • Like 1
Posted

I found the temple to be very hard to navigate. Wether that’s a good or bad thing is up for interpretation. 
 

I think the map seems fine overall and I don’t have any issues with it. I think i need more games on it to really tell.

one thing that I think would be helpful is maybe making the lower ramp tank path have a less steep slope, it’s very steep right now.

  • Like 1
Posted

Nice to see a refreshed rotation with old maps that i haven't experienced yet! <3

Excellent work on the map @UnitXc hope to see it in rotation for awhile :)

  • Like 1
Posted
12 hours ago, PwnCall said:

I found the temple to be very hard to navigate. Wether that’s a good or bad thing is up for interpretation. 
 

I think the map seems fine overall and I don’t have any issues with it. I think i need more games on it to really tell.

one thing that I think would be helpful is maybe making the lower ramp tank path have a less steep slope, it’s very steep right now.

because autodesk did me dirty I cant edit the map geometry anymore at least not until I reacquire their software again, but I can see what you mean about the gradient being very steep there, when I get the chance again i'll have a look at it.

The inside of the Temple is a faithful recreation of the Temple multiplayer map from Goldeneye 007 on the N64 just takes a little bit of a run around to get used to.

I have noticed that whenever I play nobody seems to know to open the side doors of the Temple, which is interesting, they only open from the inside.

Posted

I played it a couple of times now since my return. I overall like the idea of the turrets defening the entrances. the gattling canon is OP indeed. Maybe it needs a little nerf so a hottie / techie can outrepear it but I think it mostly needs a cooldown period, like a gattling tank should always have. The easiest solution for this is to give it the same ammo as a rifle soldier: 100 ammo, then reload (which takes a while to reload), then again 100 ammo, etc.

Posted
On 2/13/2023 at 8:58 PM, Goztow said:

I played it a couple of times now since my return. I overall like the idea of the turrets defening the entrances. the gattling canon is OP indeed. Maybe it needs a little nerf so a hottie / techie can outrepear it but I think it mostly needs a cooldown period, like a gattling tank should always have. The easiest solution for this is to give it the same ammo as a rifle soldier: 100 ammo, then reload (which takes a while to reload), then again 100 ammo, etc.

I tried to have the previous version of the map without base defences but that didnt seem to go down very well and there were many comments on how it felt like there SHOULD be base defences. which is why they made a return.

For the Gatling tank id prefer it to keep its continuous fire but lower the damage. The damage shouldnt be as high as it is right now however as its a bit ridiculous and I dont want it to outshine other vehicles in the teams roster.

Current TTK vs med tank, 
Gatling tank was 22 seconds, Light tank was 22 seconds too, stank was 12 seconds, APC was 42.  

Current TTK vs arty
Gatling tank was 8 seconds, Light tank was 11 seconds, APC was 16 seconds, Stank was 6

Version LostTemple_K2 nerfs
I've reduced the Gatling Tank damage from 20 to 14 and increased the cost from 700 to 900

TTK vs arty 12s
TTK vs Light/APC 24s
TTK vs Med 32s
TTK vs Mam 50s

I think this is much healthier

Posted

What's the ttk against turrets? Can it still out damage a tech's repairs? 

Posted

Not any more, the turrets have 1000 Heavy Vehicle Armour.

TTK at 14 is 43 seconds, which makes sense as its between med at 800 and mammy at 1200
It takes a tech 23 seconds to rep from 1hp

I wanted to make the turrets tougher while still allowing a tech/hottie to kill them with 2 timeds + 2 motes. 

I can put the HP to i think around 570 MCT hp, (base ren turret is 300 MCT) to make them a bit tougher but also basically immune to bullets. just wasnt sure which way to go with it. 

If they have 1000 heavy vehicle armour, because they are self healing it heals a higher amount of damage on its own, but of course they are vulnerable to more sources of damage so its swings and roundabouts.. trial and error

  • 2 weeks later...
Posted

guys stop throwing your cigarette butts in the urinals....it makes them harder to relight

^that's how I feel about that awful map

Posted
8 hours ago, ILL said:

guys stop throwing your cigarette butts in the urinals....it makes them harder to relight

^that's how I feel about that awful map

Wow thanks. People are dedicating their time and efforts to create maps for the rest of us to enjoy, and sometimes ask for feedback. And that's your constructive criticism? How about counting to 5 before pressing the submit reply button, while reading what you've just wrote and deciding whether it's worthy to be posted? Don't spread your shitty toxicity over here too, we got enough of it in game.

In order to not hijack this thread, don't bother reply here, I'll hide the following off-topic replies (from you or anyone else). Open a new thread instead, if you want.

  • Like 2
Posted
On 2/23/2023 at 10:41 PM, ILL said:

guys stop throwing your cigarette butts in the urinals....it makes them harder to relight

^that's how I feel about that awful map

You as somebody who supposedly played in clanwars etc against the best players using the best tactics. Honestly I would expect much better feedback from you. I know you can do it, I have faith in you.

On 2/24/2023 at 7:22 AM, Itai795 said:

Wow thanks. People are dedicating their time and efforts to create maps for the rest of us to enjoy, and sometimes ask for feedback. And that's your constructive criticism? How about counting to 5 before pressing the submit reply button, while reading what you've just wrote and deciding whether it's worthy to be posted? Don't spread your shitty toxicity over here too, we got enough of it in game.

In order to not hijack this thread, don't bother reply here, I'll hide the following off-topic replies (from you or anyone else). Open a new thread instead, if you want.

I will be honest I dont mind angry screeds, I believe everyone has their own opinion on maps, I have my own opinion on many other fan maps and even my own maps as well im aware they arent perfect.

I welcome all criticism and do not wish to surround myself with walls and bubble wrap, let the voices be heard I say.

 

Version K2 changes
Infantry
Partisan rifle velocity increased from 300 to 390ms

Vehicle
Mobile artillery weapon accuracy returned to normal values (not sure when i changed this 10 years ago, but it had a extra 25% spread on the shell, this has been removed)
Light Tank turn speed increased so it handles better 
Mammoth Tank rocket direct hit damage increased by 5
Mammoth Tank regeneration increased from 2 to 10 per second when below half HP. (might sound like a lot, but it will still only mean 1 extra shots from a arty and 2 extra shots from a stank if all other things are equal (or 100extra HP))


Gatling Tank
Damage reduced from 20 steel to 16, (DPS of 38.4 per second to light and medium armour, 28.8 to Heavy armour) putting its DPS inbetween Med (42) and light tank (35)
Increased Cost from 700 to 900
Every other vehicle that isnt a apc, buggy or humvee should be able to destroy this vehicle in a 1 v 1, not accounting for player skill.


Map
Snack machines should now tell you if you dont have enough money to use the machine rather than doing nothing.
Changed the defensive area around the base entrances to give infantry a place to fire from
Placed a sandbag wall in front of Nod Ref front door to give better protection from snipers.
Improved the visuals on Nod/GDI Tiberium fields to bring them a bit more to life.
Temple side doors (the doors that face each base) can now be both opened AND closed but only from inside (could only be opened before, resulting in desync. im hoping this fixes that.)
Changed Guard tower damage from Steel to CNC_Flamethrower. (melts light armour and medium armour but struggles against heavy armour.
Changed Turret / GT HP from Heavy Vehicle Armour to CNCMCT, making them functionally immune to bullets so only tanks, rockets & C4 will work on them.
Lowered Turret / GT HP from 1000 to 570, with the new armour type it should roughly be equal. 2 timeds + 2motes should kill 1 tower/turret. 

Posted

just played it and i can´t say much, was a low populated quick game, but i think the terrain is too uneven for some tanks, it´s really a pain in the ass if you´re gdi and go left side with a med. think some straightening out would improve the map there. i even got stuck once.

Posted (edited)
On 2/24/2023 at 8:22 AM, Itai795 said:

Wow thanks. People are dedicating their time and efforts to create maps for the rest of us to enjoy, and sometimes ask for feedback. And that's your constructive criticism? How about counting to 5 before pressing the submit reply button, while reading what you've just wrote and deciding whether it's worthy to be posted? Don't spread your shitty toxicity over here too, we got enough of it in game.

In order to not hijack this thread, don't bother reply here, I'll hide the following off-topic replies (from you or anyone else). Open a new thread instead, if you want.


1) why get so emotional itai?

2) if I just take a shit, put it in a .mix file, people are supposed to give me constructive feedback about it? that is your expectation?

3) unit knows im kidding, unlike many people ingame, he knows how to take a joke and likely knew I was kidding....same with fori and his maps

anyway, ill just stop posting here then....this is to2o srs biznis for me it seems...

Edited by ILL
  • Haha 1

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