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Pirates, Vikings & Knights II Released


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Posted

Great fun to be had here. I really enjoyed the fort map defending the treasure chests hehe. But damn, seriously, the framerates are TERRIBLE. I've no means a poor machine either D:

amd newcastle 64 3200+

2gig 3200

xfx 6800 gt 256

D:

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Posted

It's great fun, but like Warby said, we should be able to choose third person view, would be awesome :cool: It was kinda hard to play with this miserable computer (like any other mod too), like few has said, fort might have been too crowded, computer almost jammed :P

Posted

Those noobs.. it's just too cool to take out 4 guys alone, your foes start to run when they see you and you feel like mel gibson in braveheart :cool:

yarr.jpg

i enjoy to have such scores till i can, it will get way more tougher in 2 weeks :D

Posted

I finally had a chance to play - and honestly, it was quite fun. I really did enjoy playing as a knight/viking.

My only problem with the mod is the pirate's explosive barrel. I think it's just too powerful. Either the blast radius needs to be decreased - or the damage output needs to be modified so that it can't kill someone in one hit, at full hp.

Other than that - outstanding.

Posted

I can't decide whether I think it would be better with a lower radius or lower damage. I guess either would work well enough. I really agree it needs to be tweaked though.

I decided to have a wee game last night and it ended up stealing a couple of hours from my life. I said before that I didn't think there was that much skill involved at the moment - it was just too crazy and hectic - but I take that back. Last night I was really getting to grips with how to play and the differences between the classes, and each really does take getting used to and learning how to use effectively. I love squarring off against a knight while playing as a pirate - by rights you should be pretty screwed in melee against a knight, but I love doing little joust style jumping-past attacks to get by their shields :)

I do have a bit of a concern about some game modes though. Fort is fun as TDM but most of the map ends up redundant - all the action takes place in 3 rooms basically, and sometimes the corridors between them. There's this whole upper area that basically nobody uses right now, and it feels like their ought to be some objective to draw people around. The "hold the chest" game mode can also quickly be reduced to most players running around blindly due to their being no clues as to its location. The maps might not be HUGE but they aren't tiny either, and running around and checking all possible areas can take quite some time. If you're against out and out telling people where the chest currently is, you might want to consider something like The Ship's system of telling players were it WAS some time period ago (e.g. 30 seconds), or just giving an arrow pointing in its direction. I don't think you should rely on players using team chat to keep each other updated.

Oh and the temple map is infuriating. Traps might sort of fit the theme of the mod (and certainly the map) but as far as I'm concerned, most of them (specifically the ones that require no enemy interaction) don't increase my enjoyment of the level. That section with the doors that open one at a time and you have to wait between each set for a while? NO NO NO. The wall spikes are kinda neat in theory, but it's absolute trial and error to learn how they work (and how to survive them), and you're gonna lose 2 or 3 lives doing that.

Posted

Thanks again guys :)

We're looking into adding money falling out whilst you hold the chest, to lay a trail for others to follow :)

As for the traps, once you know where they are, they're quite easy to avoid :)

The spikes in the wall are only activated if you touch the sun beams coming from the ceiling, though most of the time, people are running to fast to realise they are there :)

The sliding doors can be annoying, but its quite funny hiding in them with the chest, and seeing people after you :D

Posted

I do have a bit of a concern about some game modes though. Fort is fun as TDM but most of the map ends up redundant - all the action takes place in 3 rooms basically, and sometimes the corridors between them. There's this whole upper area that basically nobody uses right now, and it feels like their ought to be some objective to draw people around.

I've noticed that too, and I'm taking steps to make more people go inside. (no spawns outdoors anymore, more health and ammo inside etc).

Posted

Both of you (don't know if there are more mapcorians on the mod aswell) - Gaz and Skjalg, very good jobs on the maps. I really love the style. Most things on gameplay are said but another input i didn't read until now: Could you create Parts in the Spawnarea for example, where team-members of the respective spawn-area get healed? A little like playing undead/nightelf in warcraft? This would bind the players much more to theyr spawn and as a such squads would build much faster. Most time i play it is more or less random where i meet a team member but then it is great fun to fight for example one throws a barrel while the other one covers with pistol and so on - if now in the spawn area would be some teammembers to heal you could start as squad from there.

Posted

Like I said before - I really don't think traps that kill you fit well in a multiplayer map, that is my only gripe with that level, it's like the whole thing was built around the traps but at the same time the level would benefit from less of the deadly ones.

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