<!--QuoteBegin-Jean Luc Picard+Apr 14 2004, 11:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jean Luc Picard @ Apr 14 2004, 11:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now if we could only get the *_fall server to actually play the NEW one... not the origional beta release... 0o' <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It has both co_freefall_rc1 and co_spacefall_b12 in the rotation. I don't have it dedicated to co_spacefall. I'll have a co_freefall_rc2 release soon with some minor light changes in various areas and entity fixes for end-of-round resetting.
Hopefully, the balance adjustments in NS v3 beta 4 won't offset my map too much so I can get it out as final. We'll see. Currently, both maps are pretty balanced in the latest versions.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I never see B12, just B10 0o
HAMBoneProbably the best CommanderJoin Date: 2003-04-02Member: 15139Members, NS1 Playtester, Contributor
I really like both your maps but is there anything you can do to make the maps less laggy? Besides your server being super laggy, both the maps really put a hurt on my computer(and i have a good computer)
I remember the first fall map having r_speeds issues, which was mainly due to the very round pipes which also happened to intersect with huge cavernous rooms. This can be dealt with to an extent.
Comments
It has both co_freefall_rc1 and co_spacefall_b12 in the rotation. I don't have it dedicated to co_spacefall. I'll have a co_freefall_rc2 release soon with some minor light changes in various areas and entity fixes for end-of-round resetting.
Hopefully, the balance adjustments in NS v3 beta 4 won't offset my map too much so I can get it out as final. We'll see. Currently, both maps are pretty balanced in the latest versions.