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New CO-OP Maps
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- To triumphed over evil, you need only one thing - to good people inaction.
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8 years 3 months ago #217
by Sasha
Replied by Sasha on topic New CO-OP Maps
Played a little. The level is really good. Also made localization of the text for Russian-speaking players
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8 years 3 months ago #218
by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
The following user(s) said Thank You: snowman, Rs_Funzo, NL
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8 years 3 months ago #219
by NL
Trust is hard to gain but easy to lose.
Replied by NL on topic New CO-OP Maps
Trust is hard to gain but easy to lose.
The following user(s) said Thank You: snowman
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8 years 3 months ago - 8 years 3 months ago #220
by NL
Trust is hard to gain but easy to lose.
Replied by NL on topic New CO-OP Maps
Played jailbreak again, I did find some problems this time:
-The tank circling the town seems to be able to see me through walls and fires at me, doesn't hit me though.
-the door opening in the jail you spawn in seems to block bullets, was not able to hit an enemy until he went through the opening.
-I destroyed the flak truck near the checkpoint with a grenade and blew it up but the flak and gunnner were still active, and killed me.
BTW, start of the mission is fine, when I played it yesterday I think somebody played before me so changed it a bit. And I like how some stuff is random!
-The tank circling the town seems to be able to see me through walls and fires at me, doesn't hit me though.
-the door opening in the jail you spawn in seems to block bullets, was not able to hit an enemy until he went through the opening.
-I destroyed the flak truck near the checkpoint with a grenade and blew it up but the flak and gunnner were still active, and killed me.
BTW, start of the mission is fine, when I played it yesterday I think somebody played before me so changed it a bit. And I like how some stuff is random!
Trust is hard to gain but easy to lose.
Last edit: 8 years 3 months ago by NL.
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8 years 3 months ago #221
by NL
Trust is hard to gain but easy to lose.
Replied by NL on topic New CO-OP Maps
Objective "use radio to call for a pickup" is a bit strange because you need to use the radio to start the attack on the checkpoint and otherwise the mission does not continue.
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- snowman
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- Your most dear friend.
8 years 3 months ago - 8 years 3 months ago #222
by snowman
"Straight and narrow is the path."
Replied by snowman on topic New CO-OP Maps
The tiger that comes at the end, facing the post from the East, didn't shoot
at us. He was locked in his routine of turning the turret from one angle to
another. Actually this tiger seems kind of dumb
Another thing that seemed a bit weird is the initial spawn point. For some reason,
when I died few minutes after starting the map, I spawned where the allied weapons
are and not where the cell is. It's a bit confusing.
That's it for now...
Some suggestions for Steff:
- you can remove the knives from our inventory and just add knives in the box
outside the cell door(where they actually are, but maybe that was your intention
when releasing the map).
- you can add a box with 1-2 tank mines and anti-personal mines. Sorry if there
is such a box and I missed it.
- the Tiger that leaves from the bunker to the plane, he always seems to be an easy
target from the SE. Maybe you can make it not to leave every single time.
- about the "not getting spotted" objective... can it be as an additional objective instead
- the map gives a feeling of Stealth of Sand, meaning you always have to gear up
when you respawn. No problems when you play 1 life
To help a bit, you can add
some gasoline to the truck we have in the courtyard and maybe have 1-2 bikes from
reinforcements, that may come randomly (I haven't check all the randomness of
the mission yet)
- it would be cool to add a 3rd jeep or a pink truck with Major Steffen Wolf since last
Sunday 10 players did not fit the two jeeps
at us. He was locked in his routine of turning the turret from one angle to
another. Actually this tiger seems kind of dumb

Another thing that seemed a bit weird is the initial spawn point. For some reason,
when I died few minutes after starting the map, I spawned where the allied weapons
are and not where the cell is. It's a bit confusing.
That's it for now...
Some suggestions for Steff:
- you can remove the knives from our inventory and just add knives in the box
outside the cell door(where they actually are, but maybe that was your intention
when releasing the map).
- you can add a box with 1-2 tank mines and anti-personal mines. Sorry if there
is such a box and I missed it.
- the Tiger that leaves from the bunker to the plane, he always seems to be an easy
target from the SE. Maybe you can make it not to leave every single time.
- about the "not getting spotted" objective... can it be as an additional objective instead
- the map gives a feeling of Stealth of Sand, meaning you always have to gear up
when you respawn. No problems when you play 1 life

some gasoline to the truck we have in the courtyard and maybe have 1-2 bikes from
reinforcements, that may come randomly (I haven't check all the randomness of
the mission yet)
- it would be cool to add a 3rd jeep or a pink truck with Major Steffen Wolf since last
Sunday 10 players did not fit the two jeeps


"Straight and narrow is the path."
Last edit: 8 years 3 months ago by snowman.
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