ZamuelNow Posted 21 hours ago Posted 21 hours ago (edited) While getting new powersets in AE is nice (and was admittedly requested), what a lot of us want is map fixes. One of the problems with that is that the fixes we want (primarily Front/Middle/Back adjustments) stand the risk of breaking other people's arcs if done wrong. I believe we have at least one Dev's Choice author who has passed away so if their arc was broken it would never be fixed. But...presumably additive changes to Front/Middle/Back can still be made. So, I figure we can get changes if we're organized, specific, and limited. Not "this map is broken" but directly pointing at spawns and detailing the issue. Limiting this to only two or three maps per Page allows us to collaborate on troubleshooting. For this, I will focus on Atlas Park 01 and President Marchand's Office. Atlas Park 01 Bear with me on the images since I only have so much experience with this forum's attachments. I tried to name the images in a way that they're understandable. For Atlas, it says there's both Front and Back spots in the editor but it's only showing the Front locations on the map. In game in Test mode, it isn't showing either. These look like genuine bugs that need fixing. On Quality of Life adjustments, there's no glowie locations so adding some would be useful. Might even be a blessing in disguise since the new ones can be better placed than most. For floor glowies, I'd suggest one at Front /loc [162.9 0.0 189.0], one at Middle /loc [233.4 17.9 -497.8], and one at Back /loc [-318.3 0.0 -1208.9] or [549.6 -0.0 -1228.5]. This would mean one 1n the park near the mission entrance, one near city hall, and one farther out. Limited spawns means you could plan your story around them. While outdoor areas often aren't the best for Wall locations, the area around City Hall presents some options such as /loc [65.0 -0.0 -1063.4]. A Wall glowie could be along the concrete wall near the trolley at /loc [636.0 -0.0 -1186.4]. It would be useful to have a Middle boss at /loc [127.9 15.9 -178.7] but that's highly dependent on whatever's going on with the Back spawns. President Marchand's Office The most infamously broken map for AE and mainly for the desire to use it but it not working how people expect. Looking at the screenshots, the text claims that there's only 3 floors but the mini map shows 4 floors, which is correct. The second floor is showing the icons but not the floorplan in the editor, though the floorplan does show in Test mode. The fourth floor is showing as blank in the editor and it's missing in game, which feels odd since I thought that only Trial mini maps were blank in the game. You discover more problems when you check the maps in Test mode. On the first floor at /loc [-4554.0 -1128.0 -3044.8] is a Back spawn point but that's right in the middle of the player spawn location. This is despite the editor not offering Back spawn locations. Presumably, this should be on the top floor but we can't see the map for the top floor. On the second floor at /loc [-3058.0 -1110.0 -2832.3] is another Back spawn but it's showing as being inside the wall. If these two misplaced spawns were moved to the fourth/top floor and they were made directly accessible in the editor (I've heard of people getting them on accident), would be helpful. Presumably, inside the fourth floor's office at /loc [-2614.6 112.2 -770.0] or [-2576.0 112.2 -777.7] and/or the fourth floor exterior at /loc [-2729.0 127.5 -626.9] [-2744.6 160.0 -759.5] would seem best. While of vastly less importance, it seems like /loc [-2614.8 112.0 -652.6] would be a good spawn point for a GM on the fourth floor. Spoiler Atlas Park: President Marchand's Office Edited 21 hours ago by ZamuelNow 1 AE Arcs: Search for @ZamuelNow Dhahabu Kingdom and the Indelible Curse of Hate [60044] and Dhahabu Kingdom and the Unfathomable Nightmare of Sand [61528] Consideration of Knowledge [65341]
Darmian Posted 18 hours ago Posted 18 hours ago Plus with Marchand's Office there's the FIFTH area. The entire outside of the building is available to use but we can't. Not just the rooftop but the streets below. AE SFMA Arcs: The Meteors (Arc id 42079) | Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) | Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) | Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X | The Eve of War (Arc id 41583) X | Spirals: Part One. (Arc id 55109) | Spirals: Part Two. (Arc id 55358) | Spirals: Part Three. (Arc id 57197) I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013) (Pre War Praetorian Loyalist. Pre War Praetorian Resistance. Pre ITF Cimerora. Post ITF Cimerora. X = Dev Choice/Hall of Fame )
Clave Dark 5 Posted 12 hours ago Posted 12 hours ago I recently ran into the sad fact that many larger outdoor maps do not allow for allies/rescues (including one map that I know has such in the one of the game's story lines!) and I'm not really sure why. Was that some farming trick they had to clamp down on? So much of my work in AE is "hey, so here's my story, so let's put this on this map and... oh, it doesn't work or I can't. Now I have to reframe the entire story to try and put something like that on a map something like that." I figure so much of this is getting into the deep weeds and will never be addressed in any meaningful way... Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game... ╔═══════════════════════════════════════════════════════════════════════════════════╗ Clave's Sure-Fire Secrets to Enjoying City Of Heroes Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise. This game isn't hard work, it's easy! Go have fun! ╚═══════════════════════════════════════════════════════════════════════════════════╝
sponazgul Posted 10 hours ago Posted 10 hours ago 1 hour ago, Clave Dark 5 said: I recently ran into the sad fact that many larger outdoor maps do not allow for allies/rescues (including one map that I know has such in the one of the game's story lines!) and I'm not really sure why. Was that some farming trick they had to clamp down on? So much of my work in AE is "hey, so here's my story, so let's put this on this map and... oh, it doesn't work or I can't. Now I have to reframe the entire story to try and put something like that on a map something like that." I figure so much of this is getting into the deep weeds and will never be addressed in any meaningful way... Hmmmm, I have a few mission arcs that use big outdoor maps with rescues and allies. (My arc Clash of the Communist Kaiju has 2 mandatory rescue/allies and 7 optional potential allies that become available - 6 Canadian Giant Mechs and a helpful reprogrammed Fake Nemesis - you don't need those extra allies for the mission, they're just there is you want to take on the Giant Monster who spawns as a optional objective for fun.) I'll see if I can bring up those maps in a new test mission arc and see if Ally is still possible on them. Maybe you've encountering this problem on some specific maps.
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