Gauntlet: A first impression

Gauntlet: A first impression

Postby TheLastProject » 18 Feb 2013, 18:49

Those of you who have been following the SVN have probably already heard of Gauntlet, a new WIP gamemode which is in semi-working state. It is Attack/Defend-ish. One team runs around the map, and the other tries to stop them. How fun is it? Well, it's like time-trial's really cool brother who lets you borrow his car on Fridays. So yeah, pretty fun.

So, here is my first impression:

The Good
- The gamemode emphasises quick movement, and therefore fits RE's style perfectly.
- It is fun and exciting!

The Bad
- The point at which the game decides that the enemy is "too close" and puts you at the next defender spawnpoint is a bit too early. I've had the game do that quite a few times when I was sure I would still be able to stop my enemy.
- Bots don't support the gamemode (yet).
- The turrets, which are a pretty fine idea, don't seem to spawn every X seconds or immediately after a team switch, which causes some slight balancing issues. I would also think it would be best if they would NOT shoot the defending team.
- Calinou, although being an infinitely better player, seemed to be confused about the whole team thing. Seeing how there are only two teams, perhaps we should consider naming them "Attacking" and "Defending" to make the purpose clear to players as soon as they start the game, and also to new players?

The Bugs
I won't make tickets for these now, as quin clearly called gauntlet "semi-working", but if he calls it working and these are still there I will report them:
- Overtime causes the second team to get 5 more minutes to make more laps <- Obviously unfair, overtime should be disabled in Gauntlet
- Point counting is a mess, you're not getting any points for your laps.

You
Have you tried Gauntlet yet? If you haven't, grab a friend and try it! I think it's fun, but I'd love to hear what YOU think.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: Gauntlet: A first impression

Postby qreeves » 19 Feb 2013, 04:25

There is no proper spawn point picking yet, it is still random like regular modes. That's probably what is tripping you up. Overtime should indeed be disabled when using balance. The rest, yeah, extremely WiP at this point, I'm yet to build up full steam on it.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: Gauntlet: A first impression

Postby TheLastProject » 19 Feb 2013, 09:37

I was under the impression the game was selecting spawn points, as it worked so perfectly most of the time. In a real match with multiple players spawn point "throttling" probably wouldn't work right anyway, so there is probably nothing wrong with it. I am fully aware it is still WIP, but so far, it's a lot of fun to play!
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: Gauntlet: A first impression

Postby Sniper-Goth » 19 Feb 2013, 14:25

Gauntlet could be the new campaign mode i guess?
Red Eclipse in game name: Sniper-Goth/Sniper-quake3. Maps in the making: DOTA style map, ringed, train, ladder race,.
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Re: Gauntlet: A first impression

Postby bonifarz » 19 Feb 2013, 16:29

I suspect this mode has great potential to push the fun factor even higher - and to emphasize the style and agility of RE gameplay.
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