siege_cargobarge2

Discuss siege map projects.
User avatar
Blackout
Posts: 274
Joined: Sun Aug 14, 2011 8:21 am
Reputation: 0

Re: siege_cargobarge2

Post by Blackout »

I suppose it's also worth noting that this is the only long hold on this objective so far so perhaps it is just a freak event.
Image

User avatar
LORD
Posts: 271
Joined: Fri May 29, 2009 3:26 pm
Reputation: -15

Re: siege_cargobarge2

Post by LORD »

Blackout wrote:I suppose it's also worth noting that this is the only long hold on this objective so far so perhaps it is just a freak event.


Maybe, but srsly teams were pretty even. We played eat shower with exact teams, and it was close game.
I think wookie trick should be allowed.
GhouL WanT MeaT !!!

Sith
Lime green
Posts: 303
Joined: Sun Jul 05, 2009 7:20 am
Reputation: 3

Re: siege_cargobarge2

Post by Sith »

We should play this map more often.
Last edited by Sith on Mon Apr 17, 2017 12:40 pm, edited 3 times in total.

User avatar
Duo
Posts: 1070
Joined: Mon May 25, 2009 3:36 pm
Reputation: -25
Location: Chile

Re: siege_cargobarge2

Post by Duo »

Duo wrote:When Nar came out, people were always complaining about every single obj being both stacked for O and D, depending on whichever one they had gotten outplayed by most recently. I was the creator of a very popular asymmetrical multiplayer Warcraft III map, and the same thing happened after release. After playing many games, people can learn the maps better and we can see trends. Over time, we can differentiate between actual map flaws and people simply being bad. I'm happy to make changes if needed, but let's not rush to judgement just because one team in one pug played poorly.

Never attribute to poor design that which can be adequately explained by poor play.


The offense played historically bad, and every other hold thus far has been brief. It's simple.

Let's move on. Removing any more discussion of this pug/topic unless someone has something new and insightful to say.
Image

Sith
Lime green
Posts: 303
Joined: Sun Jul 05, 2009 7:20 am
Reputation: 3

Re: siege_cargobarge2

Post by Sith »

https://www.youtube.com/watch?v=2EkdRZc ... qIg&t=220s

This is an example how bad old cargo is.
Last edited by Sith on Mon Apr 17, 2017 12:53 pm, edited 5 times in total.

User avatar
Laser
Kopite
Posts: 2326
Joined: Sat Jun 13, 2009 4:15 am
Reputation: -9

Re: siege_cargobarge2

Post by Laser »

With this pk3 in base my game freezes on the title screen :(

Edit: fixed.
Less QQ more Pew Pew
Image
Image
Image
Image
Image

User avatar
Duo
Posts: 1070
Joined: Mon May 25, 2009 3:36 pm
Reputation: -25
Location: Chile

Re: siege_cargobarge2

Post by Duo »

Laser wrote:Edit: fixed.

Care to elaborate?
Image

User avatar
Laser
Kopite
Posts: 2326
Joined: Sat Jun 13, 2009 4:15 am
Reputation: -9

Re: siege_cargobarge2

Post by Laser »

Duo wrote:
Laser wrote:Edit: fixed.

Care to elaborate?


Some custom class error; I've had to get rid of some custom maps to accommodate the new releases, despite having smod.

Basically, not a map-specific issue.
Less QQ more Pew Pew
Image
Image
Image
Image
Image

User avatar
LORD
Posts: 271
Joined: Fri May 29, 2009 3:26 pm
Reputation: -15

Re: siege_cargobarge2

Post by LORD »

I got also problems with custom classes but it's not causing any crashes, just all classes got kyle skin :?
And removing custom maps fixes this.
GhouL WanT MeaT !!!

User avatar
Duo
Posts: 1070
Joined: Mon May 25, 2009 3:36 pm
Reputation: -25
Location: Chile

Re: siege_cargobarge2

Post by Duo »

Are you guys running the latest version of SMod?

Check for updated PK3 and also check for any uix86.dll or cgamex86.dll in your base folder. Delete those two DLLs if they exist in your base folder.

IIRC, earlier SMod builds claimed to fix class problem, but it was still bugged.
Image

Post Reply