STEAM GROUP
Official Mariokart2 Group OMK2
STEAM GROUP
Official Mariokart2 Group OMK2
3
IN-GAME
53
ONLINE
Founded
7 October, 2010
Language
English
Showing 1-2 of 2 entries
8
Feedback Thread: dm_mariokart3_v1
- The Nuke
The Nuke is my favorite addition to MarioKart3. I think that the Nuke should be lunched auomaticlly and not by players. I also think you should add a countdown in the Nuke's control room to see how much time left until the Nuke will be lunched. I think that the Nuke should also affect players with spawn protection so people won't suicide before the Nuke's lunch and will get a little advantage of few sconds to get out before the other players- either the ones who got killed by the Nuke and the ones in the disco. It seems like if you entered the server while the nuke alarm was on, you won't hear the nuke alarm and you might die because of it. I think the Nuke should also destroy all the buildings built outside the disco in order to completly refrash and balance the map.
- Ghost Block
At first I thought that this addition was great, but after playing a while in the map I find the Ghost Blocks one of the most annoying additions to MarioKart3. While it's fun to camp together with your team-mates on the top of the tower, preventing the other team's members to take the Ghost Block and use it on your team mates, it's not really fun to be on the other side. The Ghost Block encourage players to camp. Camping on the tower(s) shouldn't be the point of MarioKart3. It seems like most of the players prefer to camp on towers instead of playing on the main roof of the map like in MarioKart2. The combat on the main roof in MarioKart2 was really fun, but in MarioKart3 if you will go to the roof you will probably won't find anyone there (and will quickly get sniped by a Sniper from one of the towers). The big problem with the Ghost Block is when the player is 100% invisable- something that you can only reach by playing as a Heavy and a Engeineer. It might be fun when you are the 100% invisable player, but it's no fun when you have to fight against one. While I won't tell you to delete it, because it's still a nice addition, I will tell you to reduce the duration of it from "until you will die" to 30 seconds or less. You can also reduce it's cooldown to work better with the new duration of the effect. If you can also find a way to solve the 100% invisable case with the Heavy and the Engineer, that would be great. I also think that if you can- make that sentry guns won't "see" invisable players so the Engineer won't be overpowered against invisable players.
- Mushroom Block
I find the Mushroom Block a useless and pointless addition compared to the Ghost Block. I was expecting that the Mushroom Block effect will be as great as the Ghost Block's one. The short duration of the health bonus and the long cooldown makes people camp on the Ghost Block's tower and rarely visit this one. The effect of the Mushroom Block only annoys the people fighting agaisnt the person under it's effect and hurting the balance of the map. It's not actully really fun to be the person under the effect of the Mushroom Block like it is to be under the effect of the Ghost Block. I can't think about any idea for a good replacement for it right now, but I'm counting on you and fellow group members to think about ones to make the towers more balanced.
- The Blimp
The new design for the blimp is great. I like that the blimp now stops for a few seconds on docking points and not just moving slowly. I also like that the blimp changes it's height while on the air and get's close to the towers. I think that it would be nice if the towers will have docking stations for the blimp, and the blimp will get a little closer to the towers and stop moving for a few seconds (just like it does on the docking stations that are on the main roof). There are a few bugs with the blimp that I believe you are already aware of- such as getting stuck in the blimp and falling out of it, and I hope you will work on fixing them soon because they cause me to stay away from the blimp while playing.
- The Main Roof
The addiiton of stairs to the main roof is really nice and makes the roof a lot more accessable. I also like that now the roof is lower than it was on MarioKart2, which makes it feel more part of the map compared to how it felt on MarioKart2. One of the things I dislike in the new Main Roof is the jumppads. I think you should increase the height of the jumppads' jumps, since now while some classes can get to the higher platform on the roof easily, other "Heavier" classes can't.
- The Wrap Zone
The Wrap Zone is a great addition to MarioKart3. I think that if you will increase the space of The Wrap Zone, improve it's look (make it a place that players would like to hang out while taking break from fighting) and don't allow to harm other players in any way. I'm not sure if the Wrap Zone is protected from the Nuke or not, but if it is- I think you should delete it's Nuke protection, so players won't be able to always stay in the Wrap Zone.
- The Mini-Sniper-Tower near one of the team's base
I might be completly wrong about it, but while near one base there is a Mini-Sniper-Tower, there isn't one near the other team's base. I don't think you should delete this Mini-Sniper-Tower since it's really nice addition for Snipers in this map, but you should add one in each side of the map so the teams ill be balanced.
13
World 1-2
Showing 1-2 of 2 entries