[MAP]Greatwall Overloaded ctf/ons

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Postby Rad Ished » Thu Dec 11, 2008 11:01 pm

Cortez, i got out of your map and wandered around underneath it, anybody picked this bug yet?
There's holes, holes i tell you.

edit: drat you scorp, yeh that one.... :/

Otherwise a very nice map cortez very nice indeed feels very nexuizy.

I do miss the jump pads tho :"""""(
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Postby Sepelio » Thu Dec 11, 2008 11:11 pm

Was playing it earlier. I get crappy framerates as soon as any action starts. I miss jump pads too. A few people were complaining about the machinegun turrets as well. The turrets really hinder movement and unless your working in a team with people there its not so easy to get past them [which isnt a complaint to boot, just an observation on the pubs].

Other than that its pretty fun!
Last edited by Sepelio on Fri Dec 12, 2008 2:08 am, edited 1 time in total.
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Postby [-z-] » Fri Dec 12, 2008 12:51 am

I threw this on the NN servers and it was generally taken to be an amazing map. You had a few people who don't like maps bigger than eggs and bacon complaining that it's too complex but I think it's the perfect medium. You and tzork have done a beautiful remake.

Other complaints vary about other things I won't even bother mentioning because they are simply ignorant :-P
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Postby torus » Fri Dec 12, 2008 2:15 am

It's quite nice. It has a few minor bugs, such as the seams under the water, and the jumppads (they don't cross the wall, is this intentional?). Also, I think the tree foliage should NEVER be sprites, it looks really bad that it faces you.

Aside from that, I would say you should add something that tells the player which direction he is headed- away or to his base, in those tunnels. It's hard to tell sometimes where you are going.

Aside from those things, I'd have to play it to get a better feeling for it.
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Postby [-z-] » Fri Dec 12, 2008 3:58 am

torus wrote:Also, I think the tree foliage should NEVER be sprites, it looks really bad that it faces you.


I completely disagree. I think the trees look awesome and they don't seem to lag me. Hell the entire map runs well from my experience.

Aside from that, I would say you should add something that tells the player which direction he is headed- away or to his base, in those tunnels. It's hard to tell sometimes where you are going.

Yes, some arrow type of design on the walls or something would be cool.

Aside from those things, I'd have to play it to get a better feeling for it.

Uh what? You're commenting on the trees from screenshots?
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Postby torus » Fri Dec 12, 2008 4:12 am

[-z-] wrote:
Aside from those things, I'd have to play it to get a better feeling for it.

Uh what? You're commenting on the trees from screenshots?


I meant play it with other people :P

And the trees look fine, it's just the sprites for the foliage look bad. If he made them static, it would be more realistic (and similar to how modern games do it). The performance is fine.
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Postby [-z-] » Fri Dec 12, 2008 4:13 am

clarification appreciated.
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Postby terencehill » Fri Dec 12, 2008 4:58 am

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Postby divVerent » Fri Dec 12, 2008 12:59 pm

More bugs:

The "scripts" directory is called "sctipts".

The env/ directory for the skybox is missing.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Sepelio » Fri Dec 12, 2008 7:40 pm



I've noticed a couple of bits like that, but as a mapper I feel I understand how damn annoying little bits like that are to fix. I'd just call it a feature :P
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