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Old 09-29-2014, 12:21 AM   #1
Fysiks
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Default dod_tobruk_b3

When the timer runs out, the round doesn't start over. It seems like it would be a fun map.
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Old 09-29-2014, 07:53 AM   #2
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it is....the best part in one version ...the british can recap the 1 to win.
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Old 10-04-2014, 06:45 PM   #3
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As far as I can tell, there is no way for the Brits to cap anything back for a win (you can cap back some of the single caps but it doesn't make you win).

So, about the "not working" part. There are two timers on this map. One timer for the beach portion and one timer for the village portion. The beach timer works correctly and the Brits win. However, the longer village timer doesn't do anything when the time is up (the brits should win).

It's a great map so I'm hoping I can figure this out. It has been temporarily suspended.
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Old 10-05-2014, 12:53 AM   #4
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why suspend it its such a minor flaw....we've played it in the past without issue.
u can try getting another version...b2 or b1. THere is a version where
there is a flag just beyond the beach porttion where allies can cap a single flag to win
Its the blackish area with the l/r sides that go into the turret vision areas

Also i'm pretty sure the allies need the flag that makes noise to win.Either way you can also just extend the timer to fullmap
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Old 10-05-2014, 01:15 AM   #5
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Thirty minutes of failing to cap out will get annoying. But, let's test to make sure that the axis can still cap out when the timer is zero. If they can still cap normally, then I'll re-enable it.
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Old 10-05-2014, 01:43 AM   #6
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its prolly the missing flag between versions...
the flag is the 1st flag of the second segment

* the first segement is the beach with 3 flags....
* the second sgement is the landging with 7-9 flags.
* and the missing flag (the one that allows allies to win back)
is the first flag in teh sequence (located between teh 1st and 2nd segments....more than likely the maker
forgot to remove it from the list for capping-out....but i don't remember that being the case when the axis cap (all 7-9) to win.

Its location is just after teh spawn tunnels going into the city...black where
with 3 levels a large court...with ladders going backdown into the tunnels , entryways going into the 2nd segment.
and ladders going up into turret-looking windows that face out towards the 2nd-segments main area. If the allies cap that back...its likeresecuring the beach top ergo winning
but the axis must move further int to capture depots (all 9)
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Old 10-05-2014, 04:40 AM   #7
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I've been trying to figure this out but when I go to test it on both my Linux test server and my Windows® test server, it works normally. Very strange.
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Old 10-05-2014, 01:15 PM   #8
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Ok, it's back on the server now. We should definitely play this on a busy night.
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Old 10-05-2014, 04:14 PM   #9
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it could also be hte order of the caps....i never figured out what that noisy flag does...it should do something being so prominent on the map.

next up dirtydozen...fix the spawn camping issue =]
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Old 10-05-2014, 04:30 PM   #10
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Quote:
Originally Posted by Bait View Post
it could also be hte order of the caps....i never figured out what that noisy flag does...it should do something being so prominent on the map.
Mmm. . . Maybe I'll have to look harder at that.



Quote:
Originally Posted by Bait View Post
next up dirtydozen...fix the spawn camping issue =]
lol, that is a very hard issue to tackle. Start a thread or post in the existing dirtydozen thread about that (with some proposals).
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