Ok here's the deal.
Since it became a League map, many have moaned that it is riddled with bugs and have quite a strong bias against it for this reason.
Now I've been doing quite a bit of work behind the scenes and with the fantastic help of Cratos, have developed a technique to fix any bugs (within reason), but some may result in a slight change of play....
The first and most major bug is to do with the defence spawn points. One in particular is inside the sub itself. This is activated upon the attack destroying the Gate control; however I beleive this was a mistake and should not be activated until the docks are reached, since there is no way of exit'ing the sub without the docks going.
This can be resolved, but in doing so it reduces the amount of spawn points for that section of play to 2. Ideally there should be at least 1 spawn point for each player on that team (i.e. max 6) to avoid telefragging on suicide/respawn (which to be fair is the current state anyway if you don't spawn in the sub).
So here's my proposal:
1) To fix the event sequence on that stray spawn point
2) To raise the number of active spawn points around the gate switch from 2 to 4-6.
3) Fix any outstanding bugs that arise from this thread.
If the initial response is promising, then I will write a server side fix to this issue and it will be run on popular servers (i.e. DFP (and R-C pending approval)) for testing.
Feel free to add your comments / suggestions regarding this here.
Since it became a League map, many have moaned that it is riddled with bugs and have quite a strong bias against it for this reason.
Now I've been doing quite a bit of work behind the scenes and with the fantastic help of Cratos, have developed a technique to fix any bugs (within reason), but some may result in a slight change of play....
The first and most major bug is to do with the defence spawn points. One in particular is inside the sub itself. This is activated upon the attack destroying the Gate control; however I beleive this was a mistake and should not be activated until the docks are reached, since there is no way of exit'ing the sub without the docks going.
This can be resolved, but in doing so it reduces the amount of spawn points for that section of play to 2. Ideally there should be at least 1 spawn point for each player on that team (i.e. max 6) to avoid telefragging on suicide/respawn (which to be fair is the current state anyway if you don't spawn in the sub).
So here's my proposal:
1) To fix the event sequence on that stray spawn point
2) To raise the number of active spawn points around the gate switch from 2 to 4-6.
3) Fix any outstanding bugs that arise from this thread.
If the initial response is promising, then I will write a server side fix to this issue and it will be run on popular servers (i.e. DFP (and R-C pending approval)) for testing.
Feel free to add your comments / suggestions regarding this here.
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