Recompiled it and it worked:
Edit: obsolete link, see end of thread for latest
Changes:
- Dom support added. 14 points symetrical across the two halves.
- Bot waypoints tweaked in upper corridor. They should no longer pause here occasionally and are now encouraged to carry straight on and take the drop to the megahealth. Bots don't like jumping though.
- Some recaulking around the join.
- Some misaligned textures in the blue base realigned (thanks Strahlemann)
- Lights in bases now given hint of colour coordination. Hadn't been sure about doing this but it works well. (Thanks Strahlemann)
- Lights in bases glow. Previously I had expected them to glow but they weren't because I was using the _glow texture as the texture so it was looking for a _glow_glow texture. Silly mistake. (Thanks Strahlemann) This effect looks very nice and if you were impressed by deluxe mapping with white lights, this is something else entirely!
- More lights in upper corridor. Now three instead of 1. Looks a lot lighter and people shouldn't miss the gap jump although it is still meant to be dim relative to the rest of the map as it has no light from the sky shining in to it.
- That black items problem fixed. Lots of terrible broken builds along the way but I worked out a really easy way to do it:
- Code: Select all
1. Build as normal in radiant
2. Scale map on command line
3. Open the q3bsp.sh file in .radiant/something/something/ and copy the last line to the command line, and run that.
- Name changed in Worldspawn to Blood Prison CTF
- Reduced width of central gap jump. The top edges have been moved in so that there is a slope on either side of the gap. This means that jumps into the gap fire the player downward whilst keeping forward momentum rather than stopping them as a vertical face would. This should allow new players to take the top corridor easier (3 long jumps in succession was a bit too much) whilst not obstructing transfers to the lower level.
- Step in side tunnels replaced by slope. This should stop bots from turning back and is less annoying than hitting a big step.
- Added some ammo to the join areas. This should entice bots through the side tunnels and make them take the central drop.
This is not yet a final version for a few reasons:
- I haven't yet had any game play reports so have no idea whether it works or not.
- Arena mode seems strangely broken in this version for me. The files are correct (the version numbers have been incremented and that's it) but on loading the game it says it can't find the previous arena version and removes it from the database yet I have previously removed all older versions. Doing g_maplist doesn't list it and in fact doesn't list any arena maps. Something odd there. Possibly with my game config. Will have to try a fresh install and see if that does it fine.
- The scaling and relighting has lead to the map growing in disk footprint by 25%. It's only sensible seeing how many hours of compilation I have put into it to put some time into recompressing it for smaller file size so I'll do that for the final release.
Laters losers.