fullmelthash wrote:I'm really confused to what exactly you want accomplished? Do you want ramps removed to prevent ij? Even if done, ij can be done on flat terrain too, so it's kind of pointless to reduce/remove ramps.
No, I don't want item jumping to be removed and I don't want ramps to be removed. I want the terrain around certain ramps to be fixed, so they physically work as they should work, according to their visual appearance. I posted 3 pictures showing that this is not the case in every ramp on the map. So basically my complaint is same as if there was a normal dirt ground tile on the map, with nothing on it, but it would be unwalkable.
Re-recreating the entire map would be way too time consuming and such a waste of time, also my knowledge on scripting isn't strong enough to understand every single part of it, though with pre-created systems one could get pretty far. Things I have mentioned so far that should be fixed are balance of the map (pretty important, most people agreed), some of the Titans, especially Voltron (even Neco agreed something should be done on Voltron), some terrain changes (again, Neco liked some of them, and also part of the balance) and now this - which no one seems to understand or don't like. I con't see how that is changing the entire map, especially when I am not alone with it.pep wrote:hi remixer why not make ur own version of id? it seems like you want to redo this whole map, neco probably aint gonna do it anyway.
Burn wrote:Yes, actually it does. It's called map experience, aka, learning the map.
In CS:GO all the new players learn Dust2 and have good map experience with it. Throw them in another map like inferno, and they won't be able to know the map inside out like dust2. You can see their KDA vastly suffer because they don't know where to walk and aim.
It's the same in ID, where you have to know the choke points and how to wall them, and to know to item jump every single tower base except beach base, which has no ramp.
Well you probably should have read the thread, at least my posts. I understand what you mean with that CS:GO reference, but that's not what I am talking however. I am talking about could be shown in a few examples:
It's same as if in Dust 2, a wall that appeared to be stone would physically be a thin wall of wood, allowing for penetration to the other side (that sounded weird). In this case there are two options that Valve would do: A) Change the appearance of the wall into thin wall of wood, or B) Edit the physical properties of the wall to match the visuals.
It's same as you could walk on invisible platforms or inside a wall (we've experience with Hogwarts on Mirage). In this case Valve has two options again: A) Change the appearance of the areas so that it looks you could walk there naturally, or B) Edit the physical properties of those places so that they really match their visuals.
I know it's good to know how to item jump into every single base, I am not saying it's not. Heck, I am not even saying that it should be prevented or removed from the map (would require an enormous work-around). Up to this point I assume that every one knows how Warcraft 3 works with Cliff Levels and their physics, in case some one does not, you cannot change cliff level if you run out of space - no matter what height the cliff is at (note that height =/= cliff level). Usually this is very clear and matches with visuals, but ramps are problematic.
Spoiler!