So, as mentioned previously, I will be doing Mako Reactor V6 to fix the map.
Don’t expect anything fancy, just some quick fixes to the crashes and trains and probably will be adding materia leveling back (while keeping the materia filtering).
Some of you may already know this because of the previous posts or by mouth to mouth, as when joining servers I have seen some people concerned about me bringing back materia leveling. If you have an opinion about it, please post it here, I’m open to reconsider things.
I believe most people are concerned about not having Heal++ when facing Bahamut, which made me consider the possibility of adding a second Heal materia to the map (nerfing the immortality duration), but I don’t know, doesn’t feel right… Anyway, the map feels a little too easy nowadays, and not having all the materias automatically leveled could help with that…
As for difficulty, I was also thinking about forcing 100 HP and Fall Damage to all human players to get rid of the unfair and big advantages that some Servers or Admin/Donators have when playing the map. I would also appreciate opinions on that. I know that in the case of Admin/Donators is a usual perk, but I believe its advantage in Mako Reactor (with the whole going down the pipes) is just too big, and often fucks over slower people that have to take the “long” routes.
I know some people want me to add Extreme 3, but I don’t think I will feel like doing so… Still, feel free to make your suggestions.
My idea is just to do the fast (but well made) fixes and be done with it.
I may take a while, as these past days I was resting a little (from Hammer) after so much for Serpentis Temple mapping, and now the Dota 2 International is going on so I will spend a lot of time watching it.
Whatever the case, yeah, Mako Reactor V6, not unlike Winter, is comming; and it should be crash and bug free.
After that, I may go do Serpentis Temple V1.1 and move to Junon. May depend if I end helping Hannibal with Last Man Standing.
And about LMS… Poor bastard now has 4 of the 5 rounds being too long. They are missing around a full minute over the maximum of 9 allowed… And then I always suggest to make the maximum round requirement 8 minutes because you want to give players some room to “make mistakes” or “be slow”…. So yeah, Hannibal won’t have fun having to cut down paths or holds; as the use of a plugin to increment the round duration is kinda out of question.
Anyway, please post your concerns and opinions about Mako V6, the changes I mentioned or something I didn’t even think about.
EDIT: Forgot to mention. What are your opinions on the ZM Rounds guys. Lately I always see them being RTVed for the next map (when not enough time) or players asking an Admin to use the Admin Room to put Extreme back on.
Originally there weren’t ZM Rounds, then they were added (forever) at the end of the map because it was “beaten”, so play ZM or RTV. Then they were added as 3 rounds before the latest added difficulty. Then as “You must win ZM” once to advance. The current version has “Infinite ZM Rounds” but usually only 2 as in the 2nd there is a secret to reach the admin room.
So… Your opinions? Remove them? Improve them? Change them? Make it again so you have to “Win” one to go to the latest difficulty? If I keep them I was thinking about closing the area past the city (so, only the City Area, not that “corridor” with the Earth Spawn and the 2nd Hold).