Hey all, So I tweaked alien, made a few changes and added a couple new things. I wanted to share it with you all and see what you guys think. Check out the video where I describe the updates Here is the download for the map if you wanna check it out yourself: EDIT: Map update, link: https://www.mediafire.com/?4hxcxm4cn0lgpxz , Al
Vidja is kill Picked apart the Vidja. Enjoy: For the first change, the new T button in the tester, is there any real point to it? I guess maybe if you kill an inno and claim you'll test so you can get away How OP are the new weapons, and were they approved for this one map? And the flamethower seems like the RDMers best friend The T traps seem a little overpowered and a little underpowered. They're OP in that there's freaking aliens all over the map, which is awesome. However underpowered because they do take 3 credits for each I believe, which is a lot and the aliens can be killed pretty easily. Iunno how to balance this out if it's unbalanced, but yeah. I also realize now that new rules will have to be added to the flamethrower, as well as when people are killing the aliens from the T traps. If you use a flamethrower to kill a Xenomorph and you hit an inno, would this be a case of crossfire? Then more word v. word reports pop up because anyone could say "I was trying to kill the aliens from the T traps and he got in the way". Since there are no damagelogs for these I assume. And if the face huggers don't attack Ts, would it be a traitorous acts to be near one and it not doing anything to you? I understand you respond to this in the video. As well, if the Xenomorphs attack Ts, would it be considered RDM if a T sets off the trap and a Xenomorph kills his T buddy? But since they're not tracable, yet another case of word v. word. +1 for more ammo More questions as I watch the rest of the video And that's all for now
It's sort of the same deal as going into the T room on bowling. A way to get out of testing? I dunno, I thought it was cool lol. The weapons can be tweaked as seen fit but they're not at all OP. They each have their advantages and drawbacks as I explain in the video.
I'd love to see how the flamethrower fares against the facehuggers as well. Looks great though, good work! As for RDM, I think the first few days it's on the servers (if it's updated) it'll be an RDM fest of people trying out the flamethrowers on each other. Once we get past that stage though, I don't think it'll really be a problem.
Some very cool updates in there! If I may give my thoughts; - The Pulse rifle looks absolutely overpowered. The fact that it has a long draw time is not nearly enough to make up for the fact that the gun has basically no recoil at all... - Considering how hard it is to trigger the Xenomorph attack, they seem... weak. 15 damage per attack and seeing how fast they die... Doesn't seem worth the effort to try and sneak the keycard in there PLUS have 3 credits to trigger the attack. - There seems to be a decent amount of time to get down in the elevator from inside the tester; wouldn't innocents just camp the vents exits if it happens? - I'll really, really miss the dark lighting. I really enjoyed it as our darkest map, and it was really satisfying to kill people from afar in the dark. Seeing how light it is now, that won't really be possible anymore. The map feels a bit less... unique to me. It's a pretty straightforward squarey map, and it felt like it was often pretty hard to win for traitors, especially considering how easy the tester is to use. - About the facehuggers, rules would definitely have to be established for the KOS and others, as you said. It seems this'll be a bit troublesome.
The flamethrowers really aren't well-built for RDMing, considering their range is only a few feet and you still have to torch someone for a little bit to kill them. As soon as someone lights that thing off it makes a huge, bright flame. Pretty obvious if you ask me. Yeah the pulse rifle could be tweaked. And I'm not sure, when I test the map the xeno's seem like they're powered enough. Again, easly changeable. Also you can't really camp the exits because there are two and the traitor can stay in their as long as they want. Sure you could have people camping at both exits but then you're leaving yourself vulnerable to other traitors. I thought the darkness was pretty good too but I was getting more complaints than positivity about it.
Going to go ahead and comment again, as this is still relevant. I don't mind the changes, and I actually welcome the new content to the map, but the biggest issue that needs to be addressed is the glitch people keep abusing (will not go into detail, as those of you who need to know already do). If the community agrees that they don't want any changes to the map as a whole, so be it, but there needs to be a fix for the glitch put into place. Simply force skipping this map 2/3 times it's played defeats the purpose of keeping it in rotation. I don't want to see the map removed, but I don't want to see it skipped almost every time it comes into play either. @Big Al , is it possible you could create a version of the original version with just the fix implemented so that we could have that handled and worry about updates to other things such as content afterwards?