You sure you don't have the PunkBuster prompt box behind it? You need to click finish on that so it can finish the overall install. Or else it'll stay like that.MeKillHatch wrote:Updating objects\weapons_server.zip for 10 minutes now. (still installing)
"This may take several minutes and appear unresponsive. Please wait until the process is complete."
For how long? 15 min?
The Impending Release Scream Thread [v 0.96]
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KaizerSosa81
- Posts: 207
- Joined: 2011-06-23 03:13
Re: The Impending Release Scream Thread [v 0.96]
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: The Impending Release Scream Thread [v 0.96]
I know we all get stuck in how things are "done", so I actually created this route to mix it up a bit. Some of my thoughts were:NyteMyre wrote:
Flag layout?
Really?
- Create a cross between AAS and CnC
- Make it more realistic (the final objective is the overall mission)
- To add some variety
- To see how it affects how we "typically" play... i.e. to make people think outside the box and see what happens.
Let me know what you think after you've had a chance to play it a few times.
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Spuz36
- Posts: 533
- Joined: 2007-08-11 11:52
Re: The Impending Release Scream Thread [v 0.96]
Think I was on that map layout doing some challenger work. Mind you this video is for the lulz. We were quite confused with the layout heading out, but found our way.
Cnc wise we put our FOBs all around their cap flag, and won.
I think this layout was definitely a change up, and really made you go for the gusto and make a bee line to the flag. However, I can see people setting up FOBs in a chain to get there almost like check points. When we played, it seemed each side took a clockwise route to the flag. That is, the British went south across that wtfbbqhugebridge, and the PLA must have went north.
Once we capped the PLA flag it was pretty easy to keep them out. While they spawn closer, organization of vehicles is needed to push any armor out. Our British team eventually had 3 FOBs surrounding Uranium and that really gave us reinforcement power.
Great map by the looks of it and really optimized well. Impressive with all those trees around.
Cnc wise we put our FOBs all around their cap flag, and won.
I think this layout was definitely a change up, and really made you go for the gusto and make a bee line to the flag. However, I can see people setting up FOBs in a chain to get there almost like check points. When we played, it seemed each side took a clockwise route to the flag. That is, the British went south across that wtfbbqhugebridge, and the PLA must have went north.
Once we capped the PLA flag it was pretty easy to keep them out. While they spawn closer, organization of vehicles is needed to push any armor out. Our British team eventually had 3 FOBs surrounding Uranium and that really gave us reinforcement power.
Great map by the looks of it and really optimized well. Impressive with all those trees around.
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Tarranauha200
- Posts: 1166
- Joined: 2010-08-28 20:57
Re: The Impending Release Scream Thread [v 0.96]
So much bugs
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MasacruTheSniper
- Posts: 19
- Joined: 2008-05-09 20:53
Re: The Impending Release Scream Thread [v 0.96]
There's a bug forum and I would like to know what are the bugs you've encounteredTarranauha200 wrote:So much bugs
The new sprinting system is so good.. now IT feels like I'm really making a run for
Overall I love it.
Last edited by MasacruTheSniper on 2011-07-16 08:12, edited 1 time in total.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: The Impending Release Scream Thread [v 0.96]
Thanks Spuz... and thanks for the video.Spuz36 wrote: I think this layout was definitely a change up...
Great map by the looks of it and really optimized well. Impressive with all those trees around.
As you said, there are 7-8 traditional AAS routes on the map, but this one and a slight variation of it (with two flags in the middle) should offer a much-needed "change up". Hopefully everyone will experiment with their new freedom and give it a try.

