BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

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Jay Burns
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Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Jay Burns » 23 Oct 2016, 12:07

Bigchilly wrote:Lag is bad, it was extremely hard doing anything, picking up stuff, dragging it around. Also needless to say the map feels too big, and there are some random stuff that doesn't really have a purpose. Ex. Ladders take people over to the caves in the northeast, the weird biodome thing north of the southern compound area, etc. Also it would be nice if the survivors were ACTUAL pmc's (not all of them) with their proper guns and what not. Perhaps showing that W-Y was attempting to control the situation, but didn't inform USCM. I dunno, just food for thought.
The lag was because there was around 150 players on.

ColdSuit
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Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by ColdSuit » 23 Oct 2016, 14:07

There needs to be more fleshing out of the outpost. A lot of open rooms that didnt really have too much of a purpose. Good map either way though.
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Joe4444
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Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Joe4444 » 23 Oct 2016, 14:09

there needs to be a few more landmarks to know where we're going. Perhaps in the form of the signs that when examined says what direction things are in?

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LordLoko
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Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by LordLoko » 23 Oct 2016, 18:20

Suroruro wrote: Also consider removing the PMC gear from the various dead guards, maybe use old sec gear from standard SS13? Iunno. But their gear is better than marines unless i'm wrong, so you can grab the spec gloves and polished shoes and be a cool dude.
I don't agree with that, we had dead guards on the prisn and that wasn't a big issue. Don't mention that PMC is more lore friendly.
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Feweh
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Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by Feweh » 25 Oct 2016, 12:30

Main facility corner walls need to be impassable. You can walk right through them.

The russian sign in the main atrium needs to be removed/replaced.

LZ1 needs to be reworked, getting into and out of it is a clusterfuck.

Double walls would be a good idea in some key locations, as one acid gives you entrance into all of LZ1

Windows are STILL too weak and destroyed easily.

Airlock system in main atrium stops working randomly.

Security could use some improvements, armor, gear and weapons? Basically a giant cell for a science facility?

Way too red, the entire terrain needs to be toned down a notch.

Survivors are pretty much stuck underground and instantly hugged. Remove survivor spawns underground.

Need some paths and signs outside as its largely barren and confusing.

The main command area of the facility has nothing interesting. Would be cool to have a lockdown button, potentially cameras, make it more important.

Impossible to defend the rasputin LZ as all 4 sides are attackable and have no real defensive chokes. This causes marines to EVAC to sulaco instantly instead of holding the LZ.

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Psilo
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Big Red bugged tile.

Post by Psilo » 04 Nov 2016, 21:01

Bug Description:
Tile can not / could not be walked on.
http://x-v.it/m1fgf5
http://x-v.it/d7kxrn
Caps of trying to walk on said tile from both sides.

Steps to reproduce:
1. Find the spot.
2. Try to walk on it.
3. ????

---EDIT---
Thanks for moving this. (can't search words "big" or "red" on the forum)

--EDIT2--
Found the reason. (Or think I did.)
Tried to melt the virusfood dispenser and this happened:
Image
Seems like it's occupying the wrong spot.
Last edited by Psilo on 21 Nov 2016, 02:19, edited 2 times in total.

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DesFrSpace
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Re: Big Red bugged tile.

Post by DesFrSpace » 04 Nov 2016, 22:34

That sound like an invisible barrier, Staff might find this useful.
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LordLoko
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Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by LordLoko » 07 Nov 2016, 20:55

Suggestion to the mappers:

We have some georgeous WY container sprites on Lazarus, I would like them to be on cargo bay, thanks
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forwardslashN
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Re: BIG RED TEST 22/10/2016 BUGS/SUGGESTIONS

Post by forwardslashN » 02 Feb 2017, 17:07

The map is being reworked. Closed until further notice.
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