DXMP_mau5ville_beta

Multiplayer Maps
User avatar
[FGS]Kalman
Throne/6G
Throne/6G
Posts: 931
Joined: 20 Aug 2010, 15:52
Location: 9th circle of hell
Contact:

Re: DXMP_mau5ville_beta

Post by [FGS]Kalman »

Added Final version to my first message. 100% working.
Image
deadmau5 is Canada's apology for Justin Bieber!!
Image
User avatar
chin.democ.
chinny!
chinny!
Posts: 2823
Joined: 10 Aug 2006, 17:19
Location: London

Re: DXMP_mau5ville_beta

Post by chin.democ. »

Okay I'll slap it onto the server for testing if nobody minds.

edit: just tested it and no problems so far, the map looks so much better with the extra decoration you have put it, I'd like to post this map on my site if you don't mind?
User avatar
[FGS]Kalman
Throne/6G
Throne/6G
Posts: 931
Joined: 20 Aug 2010, 15:52
Location: 9th circle of hell
Contact:

Re: DXMP_mau5ville_beta

Post by [FGS]Kalman »

Ok, not problem.
Image
deadmau5 is Canada's apology for Justin Bieber!!
Image
Poor
Power/3D
Power/3D
Posts: 288
Joined: 02 Jan 2011, 22:39

Re: DXMP_mau5ville_beta

Post by Poor »

I played in this map yesterday. People exploited the little rooms that you teleport into. They wait in the room until a team member teleports into them which then activates nuke death and kills the teammate.
User avatar
[FGS]Kalman
Throne/6G
Throne/6G
Posts: 931
Joined: 20 Aug 2010, 15:52
Location: 9th circle of hell
Contact:

Re: DXMP_mau5ville_beta

Post by [FGS]Kalman »

Hmm..... I think I solve it with this idea:
I'll made each little room into different zones, I'll put ZoneInfos, and I set bNeutralZone for each ZoneInfo.
Image
deadmau5 is Canada's apology for Justin Bieber!!
Image
User avatar
[FGS]Kalman
Throne/6G
Throne/6G
Posts: 931
Joined: 20 Aug 2010, 15:52
Location: 9th circle of hell
Contact:

Re: DXMP_mau5ville_beta

Post by [FGS]Kalman »

Fixed version.
- Teleporters moved, and deleted those Denton clones
- Added fire to fireplace (I have forgotten it lol), playerstarts are more detailed
- Added some decoration, effect
- About 20 biocells (for atdm) and 20 medkits placed, and all of them are hidden
- Tested in MP
The rar package contains the map, textures, and package files, but u need to upload only the map for altfire
Edit: Deleted the camo, fixed the turret and shelf
You do not have the required permissions to view the files attached to this post.
Last edited by [FGS]Kalman on 04 Sep 2011, 15:31, edited 1 time in total.
Image
deadmau5 is Canada's apology for Justin Bieber!!
Image
User avatar
ShadowRunner
It's over 5000!
It's over 5000!
Posts: 6882
Joined: 28 Feb 2006, 21:07
Contact:

Re: DXMP_mau5ville_beta

Post by ShadowRunner »

Congratulations, is this your first map release?
User avatar
[FGS]Kalman
Throne/6G
Throne/6G
Posts: 931
Joined: 20 Aug 2010, 15:52
Location: 9th circle of hell
Contact:

Re: DXMP_mau5ville_beta

Post by [FGS]Kalman »

Idk, the first is maybe was the beta
Image
deadmau5 is Canada's apology for Justin Bieber!!
Image
User avatar
ShadowRunner
It's over 5000!
It's over 5000!
Posts: 6882
Joined: 28 Feb 2006, 21:07
Contact:

Re: DXMP_mau5ville_beta

Post by ShadowRunner »

Ok so Mau5ville is your first (public) map then I guess.

Hooray
User avatar
chin.democ.
chinny!
chinny!
Posts: 2823
Joined: 10 Aug 2006, 17:19
Location: London

Re: DXMP_mau5ville_beta

Post by chin.democ. »

Just three things I'd like to point out, the main one is the thermoptic Camo, I would take this out and never include it in any map, when I first saw Cannibis in this map I thought he was cheating and I was considering banning him.

Two other little things is the turret in the tent thingy seems to have two there, also the shelf in the tower I couldn't seem to pick up any of the bio cells nor the ammo.
You do not have the required permissions to view the files attached to this post.
User avatar
[FGS]Kalman
Throne/6G
Throne/6G
Posts: 931
Joined: 20 Aug 2010, 15:52
Location: 9th circle of hell
Contact:

Re: DXMP_mau5ville_beta

Post by [FGS]Kalman »

I thought there is no bugs :(
There's only 1 turret, idk why, it spawns 2 guns for it
The shelf will be only a showcase lol
I try to fix all of them
Edit: There are only 1 turret, but I can't delete it :/ I made it bHidden and bHiddenEd
Attachment is fixed too
Image
deadmau5 is Canada's apology for Justin Bieber!!
Image
User avatar
chin.democ.
chinny!
chinny!
Posts: 2823
Joined: 10 Aug 2006, 17:19
Location: London

Re: DXMP_mau5ville_beta

Post by chin.democ. »

Okay perhaps the turret issue only shows in the SDK rather than online, I'll stick it on the Altfire server, also since the map is final I'll put it on my site too.
User avatar
[FGS]Kalman
Throne/6G
Throne/6G
Posts: 931
Joined: 20 Aug 2010, 15:52
Location: 9th circle of hell
Contact:

Re: DXMP_mau5ville_beta

Post by [FGS]Kalman »

I decided to work on this map again (idk why, when I got up, I was thinking about this map)
Some sshots:
Shot0114.png
Shot0112.png
Shot0111.png
An a video:
http://www.xfire.com/video/543a35/
New features:
  • Added rain (with precipitation mod (c)2005-06 Smoke39, I think OTP used it in TNM too)
  • Added lightning effect (I used UnrealShare's StochasticTrigger)
  • Moved spawns, now harder to spawnkill
  • Added new building (Guards HQ)
You do not have the required permissions to view the files attached to this post.
Image
deadmau5 is Canada's apology for Justin Bieber!!
Image
User avatar
chin.democ.
chinny!
chinny!
Posts: 2823
Joined: 10 Aug 2006, 17:19
Location: London

Re: DXMP_mau5ville_beta

Post by chin.democ. »

Rain and lightning is awesome, and would be killer in an RPG project, I do have a map which I want rain in, but I need to sort out some movers first which are kicking my butt.
User avatar
Majster
Virtue/4E
Virtue/4E
Posts: 463
Joined: 30 Sep 2010, 20:20
Location: Poland

Re: DXMP_mau5ville_beta

Post by Majster »

Good chaneges, and now these annoying spawns are fixed. :smt023
ShadowRunner wrote: There's paranoia and anger everywhere about fps, people are taking 0a FAR too seriously, liven the game up and make it more fun for EVERYONE. (and me and Chees lol)
Post Reply