Seawall Battery

Issues regarding [!!!]Hirntot, 6 Map Standard Gameserver
Image
[!!!]Hirntot Server Player Stats
Forum rules
This is an international forum. PLEASE speak ENGLISH! If you have problems with english, please try to post in english and repeat the post in your motherlanguage.
User avatar
sNossi
[!!!]
Posts: 28
Joined: Mon Aug 27, 2018 1:08 pm
Location: Poland

Re: Seawall Battery

Post by sNossi » Tue Apr 09, 2019 6:01 pm

We can try . We'll see what comes out of it.
Man really only has what is in him.

OgniW@n
[!!!]
Posts: 43
Joined: Mon Aug 20, 2018 2:01 pm

Re: Seawall Battery

Post by OgniW@n » Wed Apr 10, 2019 7:28 am

c0rnn wrote:
Tue Apr 09, 2019 12:45 pm
Would anyone prefer the forward bunker being permanently captured by Allies after holding 120 sec, kinda like it is on et_beach (90 sec)?
Not me.

evirdrevo
Posts: 58
Joined: Wed Aug 29, 2018 6:10 pm

Re: Seawall Battery

Post by evirdrevo » Wed Apr 10, 2019 5:28 pm

Nexus used a good version of Battery. It removed all the retarded railings on the stairs, it made hallways bigger, it didn't allow for landmines at the back, made a second main bunker entrance etc. Only decent version of Battery I ever played.

It was called battery_sw3 or something along those lines.
1. The faster attack waves. reduce spawn time from 20 to eg 10. and increase it for building cp, and claiming forward bunker to 20 again.
Is a bad idea, I think we tried it on oasis as well. All this does is change the game from grouped up spawns to a constant stream of players respawning. It destroys a key aspect of ET gameplay.

c0rnn
[!!!]
Posts: 173
Joined: Sun Aug 19, 2018 9:44 am

Re: Seawall Battery

Post by c0rnn » Thu Apr 11, 2019 12:29 pm

And what do you think about my idea to permanently secure the bunker after holding 2min? I know as axis it would be a disadvantage, but it would be more fun for allies not having to respawn at the beach after a sneaky axis cover or medic recaptured the flag...

nineinchnails
[!!!]
Posts: 23
Joined: Thu Aug 23, 2018 8:30 am

Re: Seawall Battery

Post by nineinchnails » Thu Apr 11, 2019 3:25 pm

c0rnn wrote:
Thu Apr 11, 2019 12:29 pm
And what do you think about my idea to permanently secure the bunker after holding 2min? I know as axis it would be a disadvantage, but it would be more fun for allies not having to respawn at the beach after a sneaky axis cover or medic recaptured the flag...
F1 :)

User avatar
Buro
Posts: 24
Joined: Sun Aug 26, 2018 6:20 am

Re: Seawall Battery

Post by Buro » Mon Apr 15, 2019 11:33 am

c0rnn wrote:
Thu Apr 11, 2019 12:29 pm
And what do you think about my idea to permanently secure the bunker after holding 2min? I know as axis it would be a disadvantage, but it would be more fun for allies not having to respawn at the beach after a sneaky axis cover or medic recaptured the flag...
I would add smth like 10 min of map left or smth like this

c0rnn
[!!!]
Posts: 173
Joined: Sun Aug 19, 2018 9:44 am

Re: Seawall Battery

Post by c0rnn » Mon Apr 15, 2019 11:50 am

How exactly do you mean?

User avatar
Monty on the Run
Posts: 115
Joined: Tue Sep 25, 2018 3:41 pm
Location: The Outer Reaches of your Mind

Re: Seawall Battery

Post by Monty on the Run » Mon Apr 15, 2019 9:40 pm

c0rnn wrote:
Tue Apr 09, 2019 12:45 pm
Would anyone prefer the forward bunker being permanently captured by Allies after holding 120 sec, kinda like it is on et_beach (50 sec)?
Allies have already been given enough advantages on this map; to the point where some players now seem confused and fail to adapt their game - example: they can't fathom why there's no lvl3 artillery on this map, why the ramp can't be destroyed with satchel after x builds, what really is the spawn protected area down on beach, how many allies have forward spawn at side, etc. If you had predicted 5 years ago that Hirntot would one day make all these changes to a classic map like Battery, they would say you are crazy.

The only time I see allies being completely lost on this map is if they have only 1 (or zero) engis, and that engi does a poor job of getting up to the CP area to construct. To that end, my suggestion of enforced class balance is the way forward. It's a bad game when allies all want to play medic and the other classes are ignored.

aCid.
Posts: 4
Joined: Thu Aug 23, 2018 4:20 pm

Re: Seawall Battery

Post by aCid. » Thu Apr 18, 2019 9:15 am

evirdrevo wrote:
Wed Apr 10, 2019 5:28 pm
Nexus used a good version of Battery. It removed all the retarded railings on the stairs, it made hallways bigger, it didn't allow for landmines at the back, made a second main bunker entrance etc. Only decent version of Battery I ever played.

It was called battery_sw3 or something along those lines.
+1 on this version. Bigger hallways.

evirdrevo
Posts: 58
Joined: Wed Aug 29, 2018 6:10 pm

Re: Seawall Battery

Post by evirdrevo » Thu Apr 18, 2019 3:59 pm

http://activegamer.net/et/map/722-SW_Ba ... inal).html

plz check it out, it has an extra entrance to the main bunker which can be blown with dyna. It has bigger hallways and removed all the unnecesary railings and the the back is lot easier on allies as the map doesnt allow for landmines.

Its the only decent version of Battery I ever played and makes it more fun for both axis and allies to play while hardly changing the map.

Post Reply