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Old 02-29-2008, 11:34 PM   #21
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it allows

We have a fast dl server in association with the game server, and yes it allows downloading, i did download ur map from our server, but from some hod reason some players when trying to downloading it, are disconnected showing a message saying that the server version differs.
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Old 03-02-2008, 09:53 AM   #22
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Quote:
Originally Posted by shadow
i like the style.
<3
me too, but watch out for abrupt texture transitions and streched textures
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Old 03-04-2008, 09:38 AM   #23
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Quote:
Originally Posted by =AS= zE
Great looking map. Great for 4 vs 4 or so. Problems with it: Spam map/ impossible to defend/ fps issues.. generally have 150 there i have 60/ for a lot of players trying to download it from the server .. shows something like ur version differs from the server one.. samething with wellfortress/runoff/dm_squeek
I can you post a screenshot of where there are fps issues, would be interested to know.


Quote:
Originally Posted by Sh4x
I tried this map yesterday for the first time, here's my reactions:

It pretty much always ends up beeing a big crapload of spam on the flag with less tha 5D cause there's no way to cover the entrances so it's like having a huge arena with a flag in the middle and the only way for the defense players to defend is to stay on flag and spam the shit outta themselves with the help of the offense of course. If you spam the flag enough you get to kill the attackers sometimes, but more often then not the spam ends up pushing the attackers and the flag out of your reach.

Also, the FR is just so big that SGS are completely useless unless you keep building them right on the respawn exit and expect to have to rebuild every 3 seconds because attackers will just easily spam the front of the respawn to destroy SG.

But with 5D it should be good, haven't had the chance to try it.


This map isn't supposed to be locked down so if thats what your after I dont think this map is for you, it should at least be slightly defendable though.
What do people think of the following?
  • If we had (fast) soldiers only would that be good?
  • Or just remove medics? Or replace them with scouts? what do people think?
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Old 03-06-2008, 06:05 AM   #24
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This photos here taken with an empty server, i just taked a pic with some spam and then without spam.. but with 10 players it gets a lot more laggy.


Last edited by zE; 03-06-2008 at 06:11 AM.
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Old 03-06-2008, 04:38 PM   #25
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ha! that 2nd pic is about what I get on a regular basis!

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Old 03-06-2008, 04:52 PM   #26
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Old 03-06-2008, 05:43 PM   #27
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Old 05-13-2008, 11:03 AM   #28
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In the summer I will have another look at this, what do people want me to do to improve it?
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Old 05-13-2008, 12:43 PM   #29
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Ur map looks great, and brings some inovating textures, i would put it in our pub server, but dunno why , most plp cant dowload it..strange
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Old 05-13-2008, 02:58 PM   #30
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Thats strange, maybe if you put it in a *.bz file it would help? I might have the extension wrong but its some compression you can use for maps, which makes them download faster. Also i think theres a file which is created when u run it which may be required?
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Old 05-13-2008, 09:25 PM   #31
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Add scout to the lineup if it already isn't, then only allow 1 conc for each class, scout, and medic with no nade respawn bags for the offense.
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Old 05-18-2008, 12:15 PM   #32
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Quote:
Originally Posted by =AS= zE
Ur map looks great, and brings some inovating textures, i would put it in our pub server, but dunno why , most plp cant dowload it..strange
I forgot the *.res file
I fixed some issues with lights too, will release an updated version soon.


How do I restrict number of conc grenades when they normally start with two?

I don't know if I will put the scout on, its not really needed on a map this size and with the jump pad too hmm... If there's demand I will though.

Quote:
Originally Posted by =AS= zE
This photos here taken with an empty server, i just taked a pic with some spam and then without spam.. but with 10 players it gets a lot more laggy.
That's not really a fair test, pyro's effects are known to cause lag due to the dynamic lighting. It's not really my map's fault.

Last edited by own3r; 05-18-2008 at 12:21 PM.
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Old 05-20-2008, 09:03 PM   #33
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Quote:
Originally Posted by own3r
How do I restrict number of conc grenades when they normally start with two?
Didn't test it, but this should work with your existing code:

Code:
-----------------------------------------------------------------------------
-- Players Spawn with Full Health/Armor/Ammo
-----------------------------------------------------------------------------

function player_spawn( player_entity )
	local player = CastToPlayer( player_entity )

	player:AddHealth( 100 )
	player:AddArmor( 300 )

	player:AddAmmo( Ammo.kNails, 400 )
	player:AddAmmo( Ammo.kShells, 400 )
	player:AddAmmo( Ammo.kRockets, 400 )
	player:AddAmmo( Ammo.kCells, 400 )
	--player:AddAmmo( Ammo.kDetpack, 1 )

	--player:RemoveAmmo( Ammo.kGren2, 4 )
	
	-- Scout and Med
	local class = player:GetClass()
		if class == Player.kScout or class == Player.kMedic then
			player:RemoveAmmo( Ammo.kManCannon, 1 )
			player:RemoveAmmo( Ammo.kGren2, 1 )
			end
		end
	end
end
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Old 05-21-2008, 03:11 PM   #34
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Thanks a lot for your help, I will test this out after my exams (>June 2nd) From inspection it seems to do everything required, hopefully it aught to do the trick.

I will try and decrease the brushcount in some of the details as I did go overboard in places where the player will not notice so FPS should get a good boost.
Will probably tweak some of the lighting and transitions to grass in the lower sections of the map too since that was mentioned.

*edit*

I was thinking of putting two platforms above the flag from about where the glass arch is in this picture http://www.ashu39.dsl.pipex.com/speedyctf/1.jpg to near the jump pad in a L shape. I would probably move the glass arch around to give some cover too.

Last edited by own3r; 05-30-2008 at 11:27 AM.
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