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DogMeat is Offline
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Posts: 469
Join Date: Jan 2002
Location: Rockwood, MI
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Default 09-30-2002, 04:18 PM

kdja: always feel free to use my posts!

Joe: You wound me sir, I thought you'd know my attitude on these map fixes by now. I've been very vocal about stating that those areas are not bugs and I would not be making a standard fix for them. However, I can make a special fix for them for those admins who really want to close those areas off. I guess you could say I'm pro-choice.

I just posted this over at TMT, figured I'd mirror it here:

I've got a couple different types of fixes for maps, all controlled independantly of course (admin enables just those they want). I can't stress this enough, the admin can pick and choose when enabling these fixes. I only enable the regular Map Fixes by default and even those can be turned off!

Map Fixes: regular under the map route fixs

Secret Area Fixes: These are for the questionable ones, like the roof in S.France or the Church Roof in Hunt. Personally I see nothing wrong with these, however I'm sure someone will want to block access on their server to em so I'm giving them the choice.

Spawn Kill Fixes: adds items that get in the line of sight of the spawn points most prone to spawn killing. The church side on Destroyed Village is a good example of where a blocking object makes a big difference. Omaha will be a bit trickier since the beach is so open, large FOV and such.

Grenade Spam Fixes: adds invisible items that stop unrealistic grenade tossing. The Hunt is the only one I've done so far, since the Axis can simply toss nades over 3 buildings and kill Allies when they emerge from the spawn point.

Special Fixes: These are to address a very specific problem, for example I have one I'm working on for Omaha that stops the Axis from jumping down the cliffside.
  
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