19 Oct 14, 02:46PM
(19 Oct 14, 02:02PM)stef Wrote: btw (on the "1.3 vs. 2" topic): AC will move to the cube2-engine, as soon as the current engine stops working. Also: that will be the end of AC, because the cube2-engine will kill everything that is "AC". If you don't believe that: name /one/ good ctf map in sauer...
you can change engines (using sauer, tesseract, source, doesn't matter) and still keep the core gameplay of AC, it just needs to be implemented correctly. the core gameplay of cube was kept when sauer was created out of cube.
(19 Oct 14, 02:02PM)stef Wrote: I think, it is quite interesting, how this thread manages to completely ignore actual current problems of AC. Instead, completely irrelevant nonsense is discussed (version numbers), and atop of that, the usual "$othergame is much better, AC should be more like $othergame"...
believe it or not, there are things that can be taken from other games and applied to AC to make it better. some of these ideas are more time consuming than others.
i think you have trouble envisioning an AC different from what it is today while maintaining its core gameplay. i also believe you have different goals for AC than many other people would like you to have. perhaps you're trying to "maintain" AC rather than grow it? correct me if i'm wrong.
(19 Oct 14, 02:02PM)stef Wrote: Ok, here's something to discuss: I'd like to completely remove (builtin automatic) map restrictions - because they don't work properly, and they seem to suggest, that any map that passes them is a "good map". Instead, I'd like to implement tools to manage maps on the masterserver list manually, for example with central black- and whitelists for maps. Discuss.
i dislike the idea of the developers being able to blacklist maps that they don't like.