The_CheatIt's a The Cheat!Join Date: 2003-11-19Member: 23191Members, Constellation
Just downloaded to have a look around and see how well you did and I have to say, it's pretty nice! I get total Metroid Prime deja vu with the shoot-to-open doors! Also, the Save Station you recreated is pretty good. Nicely done. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Heres a .res file for you. Makes it more server friendly. Include it in your .zip. <a href='http://www.planetdead.com/graveyard/maps/co_prime_pt1.res' target='_blank'>RES</a>
[EDIT] Welder gets stuck after completing weld point[/EDIT]
I don't know much about metroids or anything, but this map looks lovely. So nice and clean. What are with those forcefield thingies? Are we going to be able to deactivate and activate them somehow?
There is a new version of the bsp available <a href='http://andrew.bennett21.users.btopenworld.com/pab/items/co_prime_pt2.zip' target='_blank'>here.</a>
I have fixed the annoying problem with the teleporter where the multisource was not resetting. (A func_door now blocks access to the teleporter until welded)
Thanks for the .res file Scott, its now in the zip.
All of our clients have co_prime_pt1, over 100 players. When you release a new version and DONT rename it, co_prime_pt2, I cant use it. There is no way I can get all those players to delete the old bsp so the can download the new one. Some of them will but not most. When they try to join they will get the "your map differs" error and move on to another server.
Please, when you release and updated version, change the name. This will save us server ops alot of headaches and you new version has a better chance of getting played.
Yes im sorry about that, the reason I didnt call it pt2 was becuase I had only made a minor change to how the teleporter functioned. I am fixing a few more problems that have been pointed out to me so I will have 'Pt2' ready for the end of the week.
I got a chance to playtest this map and I must say that it looks great. Two problems that I found.
1. The gamma setting for the map is really weird. The menu's look washed out and some areas in the map as well. 2. Marine biased hive room. Very open and easy for marines to take control of it. Not to mention that the hive can bet shot at from a distance at two different angles.
Ok, this took a lot longer than I had hoped but I have finished work on the second version of co_prime.
<b>Changes</b>
- Clipped the vents to allow for faster movement (You no longer get stuck on pipe junctions). - Reduced entities from 360 to 287 to improve server performance. - Scaled fog in hive area to provide a better mist effect. - Repaired the ladder in half-pipe (You can now get to the very top without having to crouch). - Repaired the teleporter (Resets after each round.. works after more than one round) - Provided more cover in the hive area to help the aliens defend. (More cover may be needed yet) - Fixed a few 'stuck' issues, you can no longer get stuck in certain areas in Marine Start. - Modified the doors slightly to stop them from bugging out and not opening.. (They may still require some work) - Moved CC and removed one armoury (Now aliens cannot hide behind the CC by the wall).
I am trying to arrange a PT for Sunday evening, I will post the details if I get one sorted. Hopefully this version will be more fun to play!
<!--QuoteBegin-Kalessin+May 8 2004, 07:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kalessin @ May 8 2004, 07:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - Reduced entities from 360 to 287 to improve server performance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You do know the official limit is 265? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Yep, but this is hardly going to be official <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Kalessin+May 8 2004, 07:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kalessin @ May 8 2004, 07:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yep, but this is hardly going to be official <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Heh, perhaps, but keep that entity count low and the server admins will be happy! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Wow, this map looks amazing, I'll have to come to the PT if I can <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Love the readyroom mp3, and the half-pipe is way kool. The shoot to open doors are cutesy, but not practical for flying lerks or blinking fades . . . I took em all out. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-mirrodin+Aug 5 2004, 11:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mirrodin @ Aug 5 2004, 11:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can't seem to download it. I get 404 errors. Thats a pity, it looks nice. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Super old resurected thread issues <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I was hoping this bump was an update, and now I'm dissapointed.
Yes, that's two of my old posts that got resurrected <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Anyway, for those interested, there is a direct download of the final version <a href='http://andrew.bennett21.users.btopenworld.com/pab/items/co_prime.zip' target='_blank'>here.</a>
I changed loads of things, but never got to playtest it - I've started work on a new map.
Comments
Here's a nice picture of the map:
(sorry for the bad 800x600 resolution, the file was to big at any bigger resolution)
Heres a .res file for you. Makes it more server friendly. Include it in your .zip.
<a href='http://www.planetdead.com/graveyard/maps/co_prime_pt1.res' target='_blank'>RES</a>
[EDIT] Welder gets stuck after completing weld point[/EDIT]
I have fixed the annoying problem with the teleporter where the multisource was not resetting. (A func_door now blocks access to the teleporter until welded)
Thanks for the .res file Scott, its now in the zip.
/Edit: Updated Link
Please, when you release and updated version, change the name. This will save us server ops alot of headaches and you new version has a better chance of getting played.
Apologies for the confusion.
1. The gamma setting for the map is really weird. The menu's look washed out and some areas in the map as well.
2. Marine biased hive room. Very open and easy for marines to take control of it. Not to mention that the hive can bet shot at from a distance at two different angles.
<b>Changes</b>
- Clipped the vents to allow for faster movement (You no longer get stuck on pipe junctions).
- Reduced entities from 360 to 287 to improve server performance.
- Scaled fog in hive area to provide a better mist effect.
- Repaired the ladder in half-pipe (You can now get to the very top without having to crouch).
- Repaired the teleporter (Resets after each round.. works after more than one round)
- Provided more cover in the hive area to help the aliens defend. (More cover may be needed yet)
- Fixed a few 'stuck' issues, you can no longer get stuck in certain areas in Marine Start.
- Modified the doors slightly to stop them from bugging out and not opening.. (They may still require some work)
- Moved CC and removed one armoury (Now aliens cannot hide behind the CC by the wall).
I am trying to arrange a PT for Sunday evening, I will post the details if I get one sorted. Hopefully this version will be more fun to play!
<b><a href='http://andrew.bennett21.users.btopenworld.com/pab/items/co_prime_pt2.zip' target='_blank'>Download Here</a></b>
You do know the official limit is 265? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Heh, perhaps, but keep that entity count low and the server admins will be happy! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The shoot to open doors are cutesy, but not practical for flying lerks or blinking fades . . . I took em all out. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Super old resurected thread issues <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I was hoping this bump was an update, and now I'm dissapointed.
Anyway, for those interested, there is a direct download of the final version <a href='http://andrew.bennett21.users.btopenworld.com/pab/items/co_prime.zip' target='_blank'>here.</a>
I changed loads of things, but never got to playtest it - I've started work on a new map.
hf