[MAP]Darkzone

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Thu May 03, 2007 7:22 pm

Fri May 04, 2007 10:51 am

  • I have not yet tested that map and maybe the problem is gone but in the old betas there was a problem in the middle room (were in the normal darkzone the teleporter would be, the one near the mortar) Somehow at the teleporter spot some invisible entities must be left over, jumping around there feels really bad and kinda sticky. Maybe you want to check if thats still a problem.
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    esteel
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Fri May 04, 2007 12:20 pm

  • esteel wrote:I have not yet tested that map and maybe the problem is gone but in the old betas there was a problem in the middle room (were in the normal darkzone the teleporter would be, the one near the mortar) Somehow at the teleporter spot some invisible entities must be left over, jumping around there feels really bad and kinda sticky. Maybe you want to check if thats still a problem.



    This isnt a problem anymore :!:
    Aneurysm 4 the win !!!!! :D
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    cortez
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Fri May 04, 2007 1:33 pm

  • Where to get the new textures you are using? They show up as notexture here and are not included in the pk3.

    Also, to save space, you should not include the following files as neither the map editor nor the game needs them:

    Code: Select all
       833126  05-03-07 20:48   maps/ctf_darkzoneBETA3.autosave.map
       833110  05-03-07 20:18   maps/ctf_darkzoneBETA3.bak
          704  05-03-07 20:46   maps/ctf_darkzoneBETA3.lin
       496636  05-03-07 20:46   maps/ctf_darkzoneBETA3.srf


    The autosave file and the bak file are just older versions of the .map. The lin file is a leak info file when you compiled the map and is not current any more if you got the map compiled successfully anyway :P

    The srf file is also just a temporary file written by the map compiler. Get rid of it... whoever wants it can get it by compiling the map.
    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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    divVerent
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Fri May 04, 2007 8:49 pm

Sat May 05, 2007 12:19 am

  • I'm very glad for this. I was excited to see the flipzone map transformed into CTF, but the first version that I saw (tripzone?) didn't function well as it relied too much on teleporters and it was confusing. This version (darkzone) I think was done pretty well, at least the beta that I played last night.

    I'll have to play it some more, but this could turn into one of the better (new) CTF maps.
    Dokujisan
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Sun May 06, 2007 6:11 pm

  • It looks good, but The only quim I have is that in the first pic the floor needs a new texture. I don't see that texture as a floor texture. It looks like something that should be on the wall.
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    Ivan
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Mon May 07, 2007 1:35 pm

  • the pictures are with the old version of the map :!:


    HELP OR IDEAS ARE ALWAYS WELCOME
    Aneurysm 4 the win !!!!! :D
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    cortez
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Mon May 07, 2007 7:08 pm

  • Good map, good-looking :mrgreen:
    I speak English a little, but i can't write well in English. :mrgreen:
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    Z (Rus)
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Sat May 12, 2007 6:41 pm

  • Last time on IRC, you was asking suggestions.

    I have two :

    * make the hole a bit longer (to laserjump more easily before to turn) :
    Image

    *add an invincible item to attack the enemy base (otherwise it's too difficult when more than 2 players defending). The place can be into the middle, or here for example:
    Image
    Ronan
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Wed Jun 20, 2007 10:39 pm

  • This is one of my favorite maps. Well done.

    One problem.
    On the Fusion CTF server, Dave was noticing that this map caused a lot of server lag. I observed it as well on the client end. It causes the screen to be really jittery.

    His theory is that this was due to the extra particles coming from the hagar and the plasma gun in the bases. There are a lot of dog fights in each base with 5-6 people with hundreds of little particles flying all around the room.

    Has anyone else experienced heavy server lag on this map?

    If this is the case, then perhaps a solution is to replace the hagar outside the base with a mortar and place a hagar somewhere further away from the base.
    Dokujisan
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Thu Jun 21, 2007 2:16 am

  • Dokujisan wrote:His theory is that this was due to the extra particles coming from the hagar and the plasma gun in the bases. There are a lot of dog fights in each base with 5-6 people with hundreds of little particles flying all around the room.

    Not particles, but projectiles did I say. It seems to be hitting the rate limits, since not only did projectile movement stutter for everyone, but player movement was slowed down considerably, so that it seemed to be in slowmo, when it was very much not.
    :)
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Thu Jun 21, 2007 2:20 pm

  • Dave wrote:
    Dokujisan wrote:His theory is that this was due to the extra particles coming from the hagar and the plasma gun in the bases. There are a lot of dog fights in each base with 5-6 people with hundreds of little particles flying all around the room.

    Not particles, but projectiles did I say. It seems to be hitting the rate limits, since not only did projectile movement stutter for everyone, but player movement was slowed down considerably, so that it seemed to be in slowmo, when it was very much not.

    Well the next version will have a raised rate limit and i really want to get this out soon but first i want some people to test this.
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    esteel
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Thu Jun 21, 2007 2:27 pm

  • esteel wrote:
    Dave wrote:
    Dokujisan wrote:His theory is that this was due to the extra particles coming from the hagar and the plasma gun in the bases. There are a lot of dog fights in each base with 5-6 people with hundreds of little particles flying all around the room.

    Not particles, but projectiles did I say. It seems to be hitting the rate limits, since not only did projectile movement stutter for everyone, but player movement was slowed down considerably, so that it seemed to be in slowmo, when it was very much not.

    Well the next version will have a raised rate limit and i really want to get this out soon but first i want some people to test this.


    You are always talking about an next nexuiz version :P
    Aneurysm 4 the win !!!!! :D
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    cortez
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Thu Jun 21, 2007 2:58 pm

Thu Jun 21, 2007 7:44 pm

  • esteel wrote:Just because there will always be a next version.. we'll never stop :P


    and you will never stop saying: "this will be in the next version" :P
    Aneurysm 4 the win !!!!! :D
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    cortez
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Thu Jun 21, 2007 8:01 pm

Tue Jun 26, 2007 1:09 pm

  • http://files.filefront.com/Darkzonectfp ... einfo.html

    the real final version now with:
    - more aligned textures
    - waypoints
    - more playerclips
    - a better performance

    EDIT: Oh i forgot a KH cfg so KH is playable
    Aneurysm 4 the win !!!!! :D
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    cortez
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