Co_spacefall

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Comments

  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--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.
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    <!--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
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 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)
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    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.
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