The "no build zone" is outdated on clan maps

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Cleopatra
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The "no build zone" is outdated on clan maps

Post by Cleopatra »

Why is it old clan maps still have a "no build zones"?? We have new clan maps that have entrances with no limitations on building zones.
I suggest there should either be a "no build zone" on ALL entrances (including stairs) of clan maps or there shouldn't be any "no build zone" at ALL on any clan map. This way all clan maps would have equal opportunity of infiltration or defense
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hungry_wolf
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Re: The "no build zone" is outdated on clan maps

Post by hungry_wolf »

Unfortunately, i had this matter. For what i understood, also after a bit of playing with map editor, for techical reasons due to it, each map have a border not usable, that become a problem when another map close. If the issue you mean is this, i think has not a solution..
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Cleopatra
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Re: The "no build zone" is outdated on clan maps

Post by Cleopatra »

The "no build zone" has been expanded and retracted so much over the years it's pointless. I'm suggesting it should just be removed altogether.
For example raw has a couple walls that were built before there was a "no build zone" if they are destroyed they can't be replaced.
And also for example the "underground clan map" has no building limitations. The entrances into that map technically could be fully protected
When you think about it the "no build zone" really doesn't make much sense now it should just be removed...
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hungry_wolf
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Re: The "no build zone" is outdated on clan maps

Post by hungry_wolf »

I agree with you, i have that problem. But when i asked, i was told not possible
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blitzcraig
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Re: The "no build zone" is outdated on clan maps

Post by blitzcraig »

If you remember, the no build zone around the border of the maps waere originally put in place to avoid being killed by a building immediately upon entering the map... here's the scenario - you're walking along, at the "edge of a map" the building on the next map should not really be invisible (from a role-playing perspective) but in game you cannot see them of course; anyway, you "change maps" and and are suddenly in range of a castle that was basically invisible just a second ago..... it isn't fair from a game perspective, and is ludicrous from a role-playing perspective. The answer was to establish a safe border around the edges of the clan maps. As for the stairs leading into the maps, when it was originally discussed, I argued that there should be no safety zone around them because it is perfectly sensible the you could climb out of a hole in the ground and pop up in range of a building.

Anyway, not sure if this helps at all, but figured a reminder of the original conversation (or a first look at it for many probably) may be interesting ;)
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Cleopatra
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Re: The "no build zone" is outdated on clan maps

Post by Cleopatra »

Yes I too remember that conversation but I think now with non clan members not being able to enter clan maps those who are in clans should expect automatically where the clan maps are to be a danger zone if they enter. The clan maps are also clearly now marked on the mini maps
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Cleopatra
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Re: The "no build zone" is outdated on clan maps

Post by Cleopatra »

Clan maps are now clearly marked and only for clan members now. So the "no build zone" needs to be updated cause it's pretty much pointless
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If you can't play honestly then plz honestly don't play!
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Cleopatra
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Re: The "no build zone" is outdated on clan maps

Post by Cleopatra »

Even if there is a "no build zone" barrick guards kill off noobs anyways ( Especially at Trek haha :lol: )
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Facebook name: Cleopatra Ft
I'm a veteran GM of almost 2 years
Dwarf = Worf, Soldier = Captn Kirk, Archer = Tuvok, Ogre = Quark, Mage = Almighty Q
If you can't play honestly then plz honestly don't play!
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