Difference between revisions of "Talk:Asteroid"
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== Photo journal == | == Photo journal == | ||
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[[User:SpaztasticSpazmatism|SpaztasticSpazmatism]] ([[User talk:SpaztasticSpazmatism|talk]]) 12:45, 28 July 2014 (PDT) | [[User:SpaztasticSpazmatism|SpaztasticSpazmatism]] ([[User talk:SpaztasticSpazmatism|talk]]) 12:45, 28 July 2014 (PDT) | ||
+ | |||
+ | == Aug 27, 2014 Rollback == | ||
+ | |||
+ | Does anyone have the inside baseball on the update that was immediately rolled back? Changelog goes: | ||
+ | * Aug 27, 2014 - Updated rd_asteroid | ||
+ | ** Added line of sight blocker to the front doors to prevent Snipers on battlements from shooting into the bases | ||
+ | ** Removed reduced spawn time bonus for players that die in the enemy base | ||
+ | ** Moved interior battlements health and ammo further into the base | ||
+ | * Aug 27, 2014 - Rolled back the previous changes to rd_asteroid | ||
+ | I for one am pleased that they maintained the spawn time reduction for dying in the enemy base (hi Valve!). It keeps the focus on offense, rewards teams that push and try to establish high risk/high reward nests in the enemy base, and discourages turtling. Basically, it avoids 2Fort syndrome. [[User:Vanish|Vanish]] ([[User talk:Vanish|talk]]) 09:13, 28 August 2014 (PDT) |
Latest revision as of 18:45, 28 August 2014
Contents
Photo journal
Perhaps stating the obvious, but a project for someone could be a time-lapse series or photo journal of the Beta development of a Early Access map. Might not come to anything, but you don't know if you will capture something interesting unless you start shooting before changes. Don't want a large gallery, but I was wondering if a slide show viewer interface is available to present several temporally, spatially, or topically related images in a single box. Mikado282 (talk) 06:24, 9 July 2014 (PDT)
- That would be nice, but I don't know if there is a way to put in a slideshow on this wiki. Perhaps another page, hidden from search results but linked to in the Release Changes? This could also be accomplished simply by viewing the history of the page, but that is rarely used unless someone wishes to roll back a change. Professor Harpo (talk) 08:16, 19 July 2014 (PDT)
Reactor Cores and "daytime"
First, how can anyone say it's midday when it's in the middle of space? I'll remove that from the "Setting", and the "Reactor cores" shown in the pictures aren't what they're said to be. Those are just the "points" (I sometimes call them batteries) that upon collection, give the score to your team. The Reactor Cores are the big devices behind the laser traps.
I just wanted to point that out, even if I'm captain obvious. Dafuq? (talk) 09:43, 9 July 2014 (PDT)
- This coincided with someone else asking for better images on the IRC which I've just uploaded, but thanks for bringing up the point about the Reactor Cores. The cores shown in original pictures are actually Power Cores, going off of the model names. Thanks for fixing the Setting bit as well! --Omolong (talk) 10:37, 9 July 2014 (PDT)
"Maps supporting bots"
How am I not able to remove this category from the page? I don't see the categories anywhere for editing. I ran nav_generate
on this map and added player bots, but they just stayed in their spawn and didn't go anywhere. For the moment, it seems that the Robot Destruction mode does not support bots. Dogman15 (talk) 11:38, 9 July 2014 (PDT)
- For the record, the map already comes with a navmesh. Don't generate your own one.--Henke37 (talk) 10:58, 11 July 2014 (PDT)
- This is a beta map, so the likelihood of it supporting bots is slim to none, seeing as Valve has yet to add bot support to the Arena mode entirely, and has not corrected bot behavior in a while (see Bots#Bugs) Professor Harpo (talk) 08:16, 19 July 2014 (PDT)
Robot Audio Responses
Since this is a beta map, the voice lines may be altered, added, or changed for the robots. Also, since there is no official name for the robots and the number of lines are so few, I don't believe that it warrants a separate voice responses page. I was thinking to just add the lines to this page of the Robot Destruction page.
Here are the transcripts as follows:
Note: These voice lines are in beta and may be altered in the future. In addition, robots occasionally emit the death-notice sound from Half-Life
Idle |
When a player crosses circuit path |
Under attack |
Death |
- I would say put it on Asteroid, because the voice responses could vary from map to map. Also, the lines that trigger if an enemy walks over/inside the path sometimes trigger randomly or when friendly teammates walk over it (don't know which, could be both, haven't tested). It would probably be advisable to put these in, just to fully document the development of the map. Professor Harpo (talk) 08:20, 19 July 2014 (PDT)
Move/Merge Robots?
rd_ Robots are presently described in two places, Asteroid and Robot Destruction; both descriptions have valid but different information. The Robot section is natural in the Asteroid article, because it describes an important part of the play on that map. However, it must be presumed that the rd_ Robots as featured in Asteroid are the fundamental mechanism of the Robot Destruction game mode, which presents a problem when the second rd_ map comes out (like the second sd_ map). So, moved/merge to Robot Destruction? Leave? Will rd_ Robots have the same behavior on every rd_ map? Speculation? They probably don't get their own Robots (Robot Destruction) article like MvM Robots, because they are so simple and so integral to the game mode map operation and scoring. Mikado282 (talk) 23:04, 10 July 2014 (PDT)
- I'd treat it exactly like how Control Point info is treated on the Wiki. Map pages like Dustbowl list gameplay-related information, like a table with capture time information, and pictures of the point placements, but not much else. Gameplay objective pages like Control Point (objective) go further in-depth on what the heck they are and what function they serve in the game. So "Control Point (obj)" = "Robots (RD)", and "Dustbowl" = "Asteroid".
- There's also another thing: the Reactor Core that can be stolen like an Intel briefcase. Where does that end up moving? I think it should stay in the Robot Destruction hub page, but I'm not sure. Pakaku (talk) 16:38, 14 July 2014 (PDT)
- IMO, going by the (reasonable?) assumption that Reactor Core mechanics are integral to Robot Destruction gamemode, Reactor Core mechanics (examples: weapon effects, effects on carrier, how to charge) should go under Robot Destruction#Reactor Cores and details of how they work with scoring (example: charging instantaneously changes score) should go under Robot Destruction#Scoring. I realise that in the future we may see that things like number of robots, damage points, or Power Core counts may vary between RD maps. It is a more complicated game mode; so I think it deserves more structure in the articles. Mikado282 (talk) 11:50, 16 July 2014 (PDT)
- The problem with all of this is that a) this is a beta gamemode, so changes are constant, and b) we simply don't know which components from Asteroid will make it to other rd_ maps, or if there are going to be other rd_ maps. I would stay on the safe side and keep the link in Robot Destruction#Robots that points to Asteroid#Robots, at least until other rd_ maps come out or Asteroid comes out of beta. Professor Harpo (talk) 08:16, 19 July 2014 (PDT)
Is this trivia worth mentioning?
When I investigated the worker bots' models a bit, I noticed they use Engineer's invulnerable textures. Is this worth mentioning, or is it pointless?
SpaztasticSpazmatism (talk) 12:45, 28 July 2014 (PDT)
Aug 27, 2014 Rollback
Does anyone have the inside baseball on the update that was immediately rolled back? Changelog goes:
- Aug 27, 2014 - Updated rd_asteroid
- Added line of sight blocker to the front doors to prevent Snipers on battlements from shooting into the bases
- Removed reduced spawn time bonus for players that die in the enemy base
- Moved interior battlements health and ammo further into the base
- Aug 27, 2014 - Rolled back the previous changes to rd_asteroid
I for one am pleased that they maintained the spawn time reduction for dying in the enemy base (hi Valve!). It keeps the focus on offense, rewards teams that push and try to establish high risk/high reward nests in the enemy base, and discourages turtling. Basically, it avoids 2Fort syndrome. Vanish (talk) 09:13, 28 August 2014 (PDT)