[MAP]Killall Organic v2. r1

Moderators: Nexuiz Moderators, Moderators

Wed Aug 06, 2008 11:32 am

  • http://akion.planetnexuiz.de/nexuiz_map ... c_v2r1.pk3

    I won'T provide screenshots now, You should know this map :)
    What's changed:

    -removed hurt entities from torches
    -removed shield powerup,
    +added lare armor where Shield powerup was
    +added proper playerclips, so you can't go now where you're not supposed to anyway ;)
    +corrected some typos and texture alignment problems

    Server admins please update from v1r1.

    GL HF playing it.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
    Laidback mapper
     
    Posts: 2357
    Joined: Tue Feb 28, 2006 7:26 pm
    Location: Ironforge

Wed Aug 06, 2008 8:19 pm

Wed Aug 06, 2008 10:08 pm

  • Fixed playerclips, thanks, now we can play without being disturbed by a player camping from the sky. :)
    Ronan
    Alien trapper
     
    Posts: 292
    Joined: Tue Mar 20, 2007 10:25 pm
    Location: France

Wed Sep 10, 2008 7:51 am

  • I played this map two times now, and I both times wondered why I get so low FPS in it.

    Now I know: The vis situation is ... not optimal (to be polite), it looks like the vis stage was completely ommited during compile.
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    (r_speeds 1; r_showtris 1; r_showdisabledepthtest 1)
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    sev
    Alien
     
    Posts: 248
    Joined: Sat Mar 29, 2008 3:03 pm
    Location: Switzerland

Wed Sep 10, 2008 10:27 am

  • umm.. odd oO
    I've run vis, and I've tried to optimise it, but thx for the heads up.
    I'll see what I can do about it
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
    Laidback mapper
     
    Posts: 2357
    Joined: Tue Feb 28, 2006 7:26 pm
    Location: Ironforge



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