Lets see if I managed to fix that final spawnpoint this time:
http://www.notam02.no/~clund/nexuiz/GreatDivide_b5.pk3
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Clueless Newbie wrote:Hmm.. three betas in less than three days...
cortez wrote:Clueless Newbie wrote:Hmm.. three betas in less than three days...
kind of spamming![]()
Please make more new features in the map before you make a new beta![]()
Then everything will be great
Clueless Newbie wrote:Actually, I think I'll hold off making another beta until either this one has been tried on a server - or somebody points out a bug in the level that kills the game.
KadaverJack wrote:There already is such a problem, which tZork & esteel reported in beta 1: 2/3 of your spawn points don't work in 2.3, because they are stuck (see http://kadaverjack.planetnexuiz.de/tmp/gd_b3.jpg).
I suggest you move all spawn point further away from the walls (maybe delete one at each location) and maybe add some deathmatch-only spawns in the middle for other gamemodes.
Clueless Newbie wrote:I wonder how many more daily betas I can upload before I get banned for spamming..
Dave wrote:Clueless Newbie wrote:I wonder how many more daily betas I can upload before I get banned for spamming..
Here's a clever trick: Make one thread, and update the first post with each release.
Clueless Newbie wrote:I see. They don't look like that in the Q3 editor. Was a screenshot of this posted earlier?
I have not yet had any problems with the spawnpoints myself, but since you guys do then I'll have to do something about them.
KadaverJack wrote:Clueless Newbie wrote:I have not yet had any problems with the spawnpoints myself, but since you guys do then I'll have to do something about them.
The check for "misplaced" spawnpoints is/will be new in 2.3. When you start your map with 2.3, you'll get an error message "spawn point in solid" for each one of them (together with its origin and other data).
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