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MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Mon Mar 18, 2013 11:35 pm
by Lamp
Many of you have made maps in which you had to make a row of teleporters so you can go through it with no delay.


THERE IS A BETTER WAY!!!

All you have to do is follow these instructions to adjust the delay of a teleporter:
http://www.bitfighter.org/wiki/index.ph ... eleporters

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Mon Mar 18, 2013 11:48 pm
by raptor
This is an undocumented feature and may disappear at any time.

Thank you,
- Your friendly, scheming developers

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Tue Mar 19, 2013 3:05 pm
by watusimoto
In fact, it almost disappeared today.

If anyone can make a case for the continued existence of this feature, please do so. A compelling use case might help prolong it's time on earth.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Tue Mar 19, 2013 3:37 pm
by Quartz
I like it.

Don't erase it. But make a minimum cap on the time or something. Maybe 0.1? I realize that 0 delay is what causes issues that make keeping the feature intact unlikely.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Tue Mar 19, 2013 5:14 pm
by Lamp
Quartz wrote:I like it.

Don't erase it. But make a minimum cap on the time or something. Maybe 0.1? I realize that 0 delay is what causes issues that make keeping the feature intact unlikely.




NOOOOOOOOOO :shock: :(


PLZ NOOOO

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Tue Mar 19, 2013 7:08 pm
by Quartz
Lamp wrote:
Quartz wrote:I like it.

Don't erase it. But make a minimum cap on the time or something. Maybe 0.1? I realize that 0 delay is what causes issues that make keeping the feature intact unlikely.




NOOOOOOOOOO :shock: :(


PLZ NOOOO
Ummm. wat just proposed removing it entirely. I then replied "No, let's make it entirely usable sans any number between 0-0.1" That means you still have a huge volume of choices, and really, 0.1 seconds is REALLY fast sir, it would basically be instantaneous. The only thing is, 0 second delay on teleporters can lead to ehhmmm ... gamebreaking issues. I won't go into detail. You could figure it out if you thought about it a bit.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Tue Mar 19, 2013 7:16 pm
by Opti
Lamp wrote:
Quartz wrote:I like it.

Don't erase it. But make a minimum cap on the time or something. Maybe 0.1? I realize that 0 delay is what causes issues that make keeping the feature intact unlikely.




NOOOOOOOOOO :shock: :(


PLZ NOOOO


Gameplay > Novelties. Keep it in mind, lamp.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Wed Mar 20, 2013 8:15 pm
by Lamp
Quartz wrote:
Lamp wrote:
Quartz wrote:I like it.

Don't erase it. But make a minimum cap on the time or something. Maybe 0.1? I realize that 0 delay is what causes issues that make keeping the feature intact unlikely.




NOOOOOOOOOO :shock: :(


PLZ NOOOO
Ummm. wat just proposed removing it entirely. I then replied "No, let's make it entirely usable sans any number between 0-0.1" That means you still have a huge volume of choices, and really, 0.1 seconds is REALLY fast sir, it would basically be instantaneous. The only thing is, 0 second delay on teleporters can lead to ehhmmm ... gamebreaking issues. I won't go into detail. You could figure it out if you thought about it a bit.



Better keep it with a limit than have it go, but the best is to keep it and have it unlimited :D

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Wed Mar 20, 2013 8:17 pm
by Lamp
Opti wrote:
Lamp wrote:
Quartz wrote:I like it.

Don't erase it. But make a minimum cap on the time or something. Maybe 0.1? I realize that 0 delay is what causes issues that make keeping the feature intact unlikely.




NOOOOOOOOOO :shock: :(


PLZ NOOOO


Gameplay > Novelties. Keep it in mind, lamp.



Nope, not for me.

Gameplay < Novelties. Gameplay sux, novelties rox.
It's why i play this game, mostly.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Wed Mar 20, 2013 9:15 pm
by Quartz
Lamp wrote:Nope, not for me.

Gameplay < Novelties. Gameplay sux, novelties rox.
It's why i play this game, mostly.
Yeah. And you're just about the only one who feels that way. Sooooooooo there's this thing called democracy. You lose.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Wed Mar 20, 2013 9:25 pm
by raptor
Lamp wrote: Gameplay < Novelties. Gameplay sux, novelties rox.
It's why i play this game, mostly.


If I had no resilience in taking criticism, I would feel like I had utterly failed as a developer...

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Thu Mar 21, 2013 11:07 am
by Lamp
:|


gameplay ok as long as i'm not losing, which i usually am

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Thu Mar 21, 2013 11:48 am
by Little_Apple
Lamp wrote:Gameplay < Novelties. Gameplay sux, novelties rox.
It's why i play this game, mostly.
Lamp wrote::|


gameplay ok as long as i'm not losing, which i usually am

sooooo........... you don't like gameplay because you aren't good?
PRACTICE

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Thu Mar 21, 2013 11:51 am
by watusimoto
What's missing from this thread is a case of where this option would be useful.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Thu Mar 21, 2013 12:08 pm
by bobdaduck
You could make extremely strong teleporters that are single-use, forcing strategic gameplay.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Thu Mar 21, 2013 12:09 pm
by Lamp
bobdaduck wrote:You could make extremely strong teleporters that are single-use, forcing strategic gameplay.



and dungeions

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Thu Mar 21, 2013 12:09 pm
by Lamp
Little_Apple wrote:
Lamp wrote:Gameplay < Novelties. Gameplay sux, novelties rox.
It's why i play this game, mostly.
Lamp wrote::|


gameplay ok as long as i'm not losing, which i usually am

sooooo........... you don't like gameplay because you aren't good?
PRACTICE



I ALWAYS PRACTICE BUT I NEVER GET ANYT BETTER.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Thu Mar 21, 2013 12:55 pm
by Quartz
bobdaduck wrote:You could make extremely strong teleporters that are single-use, forcing strategic gameplay.

As someone who typically despises Teleporters, I agree with this and will probably use it some day. You know, if you don't remove it. *angryface*

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Fri Mar 22, 2013 7:09 am
by sky_lark
Lamp wrote:I ALWAYS PRACTICE BUT I NEVER GET ANY BETTER.

I don't believe you. We were playing 2v2 (well, 2v3 with a bot) last night on cavity search and you consistently posed a threat to our victory. I'm not saying you could've singlehandedly crushed us all (not sure I could have done that either), but there was definitely a noticeable skill difference after you left. I honestly thought we were going to lose while you were playing so I actually modified my strategy to run down the clock instead of going for points.

That said, what you need to work on is looking at the ways other players beat you and not getting frustrated, but learning from it. I have a couple of signature moves that are very effective on newer players, but once a more skilled player figures me out, winning becomes much more challenging. A prime example of this was during a jam session on Ricochet. I rely a lot on explosiveness to defeat enemies. I was camping out with the flag behind a chunk of wall in the corner. Quartz comes up to me, provokes me to charge, then retreats, shadowing me as I use up all of my energy.

Bottom line, is if you just play everyday, that could help you eventually but it's not the most efficient route to becoming a good player. See if you can pay attention to the tactics other players use and try incorporating them into your own arsenal. Besides, skill is relative; while I may be better than you, I am confident you are better than many other players. :)

PS. If nothing else, it's always okay to ask other players for some tips or feedback on their play style. As long as you're not afraid for some criticism this can be really helpful.

[TIP -- I'm in a generous mood so I'll supply a quick tip. This was something I learned from Drex back in my early days of Zap! and I still use it regularly. If you think you are being pursued, but they're fairly far back, see if you can pull your pursuer on a straight line path with you. That is, don't go in zig-zags or anything, just go straight in a direction. If you can go in a cramped area while still going straight, that's better. Then, when you're ready, turn 180 degrees and charge them, full shield + boost with phasers blasting. Oftentimes they don't react quick enough and it's a great way to lose a tail. If unsuccessful, just fly right past them in the other direction and that should buy you some time.]

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Fri Mar 22, 2013 1:41 pm
by Quartz
sky_lark wrote:We were playing 2v2 (well, 2v3 with a bot) last night on cavity search and you consistently posed a threat to our victory.
Dude, awesome choice of map! Glad to hear it's being played. It's probably my favorite map that I've made.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Fri Mar 22, 2013 4:37 pm
by sky_lark
It's certainly an interesting map. Can't say I was fond of the high flag count -- that combined with low base defenses and close proximity of the two bases led to a significant amount of flag trading. I liked the goal zone placement (staggered, 3 at home and 1 exposed), however.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Fri Mar 22, 2013 6:01 pm
by Quartz
Yeah, I'm considering changing it to 3 flags.

Also, the Neutral Cores are amusing but kind of pointless.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Fri Mar 22, 2013 6:10 pm
by Lamp
sky_lark wrote:
Lamp wrote:I ALWAYS PRACTICE BUT I NEVER GET ANY BETTER.

I don't believe you. We were playing 2v2 (well, 2v3 with a bot) last night on cavity search and you consistently posed a threat to our victory. I'm not saying you could've singlehandedly crushed us all (not sure I could have done that either), but there was definitely a noticeable skill difference after you left. I honestly thought we were going to lose while you were playing so I actually modified my strategy to run down the clock instead of going for points.

That said, what you need to work on is looking at the ways other players beat you and not getting frustrated, but learning from it. I have a couple of signature moves that are very effective on newer players, but once a more skilled player figures me out, winning becomes much more challenging. A prime example of this was during a jam session on Ricochet. I rely a lot on explosiveness to defeat enemies. I was camping out with the flag behind a chunk of wall in the corner. Quartz comes up to me, provokes me to charge, then retreats, shadowing me as I use up all of my energy.

Bottom line, is if you just play everyday, that could help you eventually but it's not the most efficient route to becoming a good player. See if you can pay attention to the tactics other players use and try incorporating them into your own arsenal. Besides, skill is relative; while I may be better than you, I am confident you are better than many other players. :)

PS. If nothing else, it's always okay to ask other players for some tips or feedback on their play style. As long as you're not afraid for some criticism this can be really helpful.

[TIP -- I'm in a generous mood so I'll supply a quick tip. This was something I learned from Drex back in my early days of Zap! and I still use it regularly. If you think you are being pursued, but they're fairly far back, see if you can pull your pursuer on a straight line path with you. That is, don't go in zig-zags or anything, just go straight in a direction. If you can go in a cramped area while still going straight, that's better. Then, when you're ready, turn 180 degrees and charge them, full shield + boost with phasers blasting. Oftentimes they don't react quick enough and it's a great way to lose a tail. If unsuccessful, just fly right past them in the other direction and that should buy you some time.]



I do learn from others... sorta...


[TIP -- I'm in a generous mood so I'll supply a quick tip. This was something I learned from Drex back in my early days of Zap! and I still use it regularly. If you think you are being pursued, but they're fairly far back, see if you can pull your pursuer on a straight line path with you. That is, don't go in zig-zags or anything, just go straight in a direction. If you can go in a cramped area while still going straight, that's better. Then, when you're ready, turn 180 degrees and charge them, full shield + boost with phasers blasting. Oftentimes they don't react quick enough and it's a great way to lose a tail. If unsuccessful, just fly right past them in the other direction and that should buy you some time.]


I do that often xD ANother trick i learned is when someone is following you, shoot them and they'll hit the shots and die! That's why it's difficult to catch someone with the carrot.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Sat Mar 23, 2013 7:20 am
by sky_lark
Lamp wrote:I do learn from others... sorta...

Then you're already doing half the work, keep it up! The other half is patience; you will improve in time.

I do that often xD ANother trick i learned is when someone is following you, shoot them and they'll hit the shots and die! That's why it's difficult to catch someone with the carrot.

Yup! Trailing! :) Glad you figured that one out because it works really effectively.

Here's another one: Lay some mines where you think the Rabbit carrier is going to go. If the carrier is focused on trailing and getting away from you, then they may not have time to see the mine they're about to run into! If nothing else, they'll stop to defuse it which could give you some time to engage.

Re: MAP MAKERS AND DUNGEON MAKERS PLEASE READ!!

PostPosted: Sat Mar 23, 2013 9:55 am
by Lamp
If a mod can split this then we can continue the conversation.