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Old 08-15-2006, 05:50 AM   #61
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S3 Marine Corps was one of the maps we play tested while developing NOTD Aftermath. I think it's an engaging and fun map. It's good to see that you're on the way to being an approved map. What was your inspiration to design three maps instead of one?
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Old 08-16-2006, 08:22 AM   #62
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It was mainly to set it apart from everything else in the genre. I originally made S3 Marine Corps Survival thinking that it would be the first map like it. Then once I started getting into the public beta, I found out about SWAT and NotD. The idea for a save/load system came from NotD I guess, but the idea for using the same code for different missions was mine. Also, it's gonna be more than those three soon enough.
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Old 08-18-2006, 04:10 PM   #63
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I agree with Sentry on almost everything (especially the music), except that I think there are too few medipacks. I only saw two in the entire game of defence on the default difficulty.
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Old 08-19-2006, 05:26 AM   #64
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Survival v1.14, Infiltration v1.03, and Defense v1.03 has been officially released. The initial post has been updated with the links. Check it out!

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I haven't tried the latest defense map yet, but if you've finaly made drag&drop support, then that should do it. I approve.

Mmmmm... one more.
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Old 08-19-2006, 05:15 PM   #65
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Tested mostly with public on 1.14 of the survival.

This isn't a proper review, as I've played through once and didn't find it anything bad really lurching out obviously at me.

I liked the map; it was fun, you need to think, and you benefit from micro, without it being essential, with a heavy focus and benefit from team work, all of which are good points.

Has some nice touches which boost emmersion, such as the player leaving messages. Text commands are annoying, however; combining items can be done without them.

Main problem really was a lack of activity; after you set up the distress beacon, you sat there, fired, reloaded, and hoped some ammo dropped. Not much to do, especially since ammo is often short, meaning running out is common.

I think this sums it up:

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ya i did go get a drink while we waited for the ship when i had no ammo no guns to use
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Old 08-19-2006, 10:30 PM   #66
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I suggest you try out the other 2 maps as they're completely different.

I personally never felt wasting time in the Defense map. You have to bring ammo to your marines, fire at overwhelming ennemies (Assuming you chose a higher difficulty than Easy) and work your way out of the base, completing auxilary (spelling?) objectives !

Just my 2 cents :)
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Old 08-22-2006, 10:38 PM   #67
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Is your next map going to be caravan? I can't wait ^.^
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Old 09-22-2006, 05:04 PM   #68
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I am gonna test this out once you do one thing for me.

Post your updated(to the most current) version of the map in your main post, I may be wrong but I think thats basically a requirement.

At any rate I am not gonna sift through all these posts trying to find the newest version(and that mirror was abyssmaly slow).

Looking forward to being able to do this.
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Old 09-22-2006, 06:51 PM   #69
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The initial post has always been updated with the latest version throughout the length of the thread.
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Old 09-26-2006, 01:26 PM   #70
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Has it? Excellent. Testing sometime today then.
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Old 09-28-2006, 01:48 PM   #71
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Alright, I finally got some quick games in, and I tend to agree with Griffen.

Good game, nicely put together(pretty messages, nice icons, well thought out stuff) but there can be long periods of boredom, which is a real pain in the ass.

As of now I can't really level any judgement on it(though I suspect there may be an approved from me soon). Reserving judgement until I can get a few more games.

P.S. I noticed(mainly on damagetype/armor tooltips) that you use some ';'s instead of ':'s, so they look out of place. Also, make use of the 100%(in the upkeep area) for something like Version Completion or Percent Awesomeness, just so it does float there pointlessly.
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Old 11-26-2006, 11:33 PM   #72
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[Quicksilver #2] - 2nd Place

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Bumping because it seems like nobody has tested it in 2 months (minus 2 days, now), and because Sentry probably wants someone to test it, or something like that.
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Old 12-04-2006, 02:01 AM   #73
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Well I'm just waiting for this to be approved before I continue working on Assault. For the time being, I'm just gonna continue working on my game.
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Old 12-04-2006, 10:05 AM   #74
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One thing I've noticed is that the gatling gun doesn't reload in defense and infiltration. Another thing is when I destroy the two towers at the end of defense it doesn't stop after that wave like it's supposed too, it just goes on and on and on, never ending.
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Old 12-05-2006, 11:55 PM   #75
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How come your website is never up SentryIII?
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