Project Nightmare is live. (Map Randomization.)

Generic, on-topic discussion about Colonial Marines.
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Brotemis
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Re: Project Nightmare is live. (Map Randomization.)

Post by Brotemis » 13 Oct 2018, 02:53

So I honestly have yet to see much of a change between rounds
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Re: Project Nightmare is live. (Map Randomization.)

Post by NethIafins » 13 Oct 2018, 09:22

10 new inserts added, including super-rare ones with very strong effects.

Waiting until they are merged and config updated.

This concludes changes to LV for now.
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Re: Project Nightmare is live. (Map Randomization.)

Post by ThePiachu » 21 Oct 2018, 22:21

Hey devs, I had a random idea pop into my head recently.

Can admins trigger specific inserts to be put into the map? If it was possible, this might be a really good way to do HvH reliably - have UPP / CLF bases and infrastructure as inserts and let admins load them in as needed. This would significantly cut down on the time needed to set up the match and it would make the experience much more predictable (rather than say, telling UPP that they don't get to use their autodocs because something went wrong with wiring).
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Re: Project Nightmare is live. (Map Randomization.)

Post by kastion » 21 Oct 2018, 23:46

ThePiachu wrote:
21 Oct 2018, 22:21
Hey devs, I had a random idea pop into my head recently.

Can admins trigger specific inserts to be put into the map? If it was possible, this might be a really good way to do HvH reliably - have UPP / CLF bases and infrastructure as inserts and let admins load them in as needed. This would significantly cut down on the time needed to set up the match and it would make the experience much more predictable (rather than say, telling UPP that they don't get to use their autodocs because something went wrong with wiring).
That's a great idea Piachu and you should put it on gitlab to make it more likely it gets seen. This would make events more common cause they would be easier to run.

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Re: Project Nightmare is live. (Map Randomization.)

Post by misto » 22 Oct 2018, 03:55

please experiment with randomized location of the dome buildings of LV. imagine the engineering complex being what is up north where hydro always is, for example, and hydro-medbay pair moved elsewhere.

some more randomized shipping containers or other small structures in the area around tablefort so its less barren maybe

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Re: Project Nightmare is live. (Map Randomization.)

Post by NethIafins » 22 Oct 2018, 05:52

ThePiachu wrote:
21 Oct 2018, 22:21
Hey devs, I had a random idea pop into my head recently.

Can admins trigger specific inserts to be put into the map?
This was the plan from the start. New version of Nightmare tool will help with it
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Re: Project Nightmare is live. (Map Randomization.)

Post by NethIafins » 22 Oct 2018, 05:53

misto wrote:
22 Oct 2018, 03:55
please experiment with randomized location of the dome buildings of LV. imagine the engineering complex being what is up north where hydro always is, for example, and hydro-medbay pair moved elsewhere.

some more randomized shipping containers or other small structures in the area around tablefort so its less barren maybe
We need autogenerated map from that to be viable or marines will get lost.
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Re: Project Nightmare is live. (Map Randomization.)

Post by forest2001 » 22 Oct 2018, 06:08

NethIafins wrote:
22 Oct 2018, 05:53
We need autogenerated map from that to be viable or marines will get lost.
I already get lost
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Re: Project Nightmare is live. (Map Randomization.)

Post by Survivor » 28 Oct 2018, 17:07

I really like the random times where the Sand Temple is fully intact. Don't know why, but it just looks cool
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Re: Project Nightmare is live. (Map Randomization.)

Post by Ketrai » 08 Nov 2018, 05:48

Survivor wrote:
28 Oct 2018, 17:07
I really like the random times where the Sand Temple is fully intact. Don't know why, but it just looks cool
It's an excellent deathtrap for xenos though.

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