Author Topic: Sandcrawler Map Pack Good to Go  (Read 32246 times)

arramus

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« Reply #15 on: April 25, 2007, 07:36:50 AM »
Quote from: "explode"
I would like to see my Facing Worlds map
http://files.filefront.com/DM_FacingWor ... einfo.html


I opened up Facing Worlds and made a few changes so it plays on the servers.

1. Added MPGame.TDGame to level props.
2. Added a map name and your name to summary.
3. Removed Particles and replaced with smoke (as particles won't show on MP server)
4. Turned all spawnpoints around for one team as they're facing wrong way.
5. Added a space sky box.
6. Increased trench count to 5 each side and replaced small ones for big.
7. Placed playerstarts in trench to lower spawn kills.
8. Planed the texture to lose joins.
9. Renamed to Facing Worlds XS to reflect changes.

Is that OK explode? It's a simple layout but is a really cool map for sure.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

arramus

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« Reply #16 on: April 25, 2007, 08:51:52 AM »
Quote from: "Dark Lord"
my missilebase has been proven to be a fave among many people so that could probobly work
people like DTS HQ, but i honestly think its bad if you want to fight, best for goofing off stuff
space station might be good for 16 players, the map is mainly just one big circle, not many side passages like some of my other stuff

theres also malachor and kamino arena which were designed for fighting, malachor is always fun for those who like stalking people :) and dreadnought makes a good fighting map for 16 players and eldar tomb is mostly untested but it would probobly be good since its a medium sized map
of course, i would tell you to use them all, but most people think my maps are too big (they dont know the fun of stealth, do they :P)


Kamino Arena has all the makings of a good battle map. The brushes display overlaps throughout and there are a few unlevel points but if that can be amended it'll make a fine addition.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

arramus

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« Reply #17 on: April 25, 2007, 09:18:08 AM »
Quote from: "Hybrid_Soldier196"
any specific reason why you excluded my maps?


All 3 maps are good for the map pack. They make decent small battle maps and are technically very well made.

The spawnpoints are all set to 0 at the moment. Do you want them to remain like that or do you want to specify certain maps for Rep/Trando. I think as they are at the moment Trando will force spawn on a Rep spawnpoint which will make for some random spawning. It's your call.

Would you also like to change the level props name of Trando Cavern from TrandoCavern > Trando Cavern?

If you want these changes made I can do it and name them all with XS to reflect the changes from the original.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

explode

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« Reply #18 on: April 25, 2007, 03:05:56 PM »
Quote from: "arramus"
Quote from: "explode"
I would like to see my Facing Worlds map
http://files.filefront.com/DM_FacingWor ... einfo.html

I opened up Facing Worlds and made a few changes so it plays on the servers.

1. Added MPGame.TDGame to level props.
2. Added a map name and your name to summary.
3. Removed Particles and replaced with smoke (as particles won't show on MP server)
4. Turned all spawnpoints around for one team as they're facing wrong way.
5. Added a space sky box.
6. Increased trench count to 5 each side and replaced small ones for big.
7. Placed playerstarts in trench to lower spawn kills.
8. Planed the texture to lose joins.
9. Renamed to Facing Worlds XS to reflect changes.

Is that OK explode? It's a simple layout but is a really cool map for sure.


Yeah, sorry I was too lazy for this in the first place...
I think all the EXP maps have all that stuff, I'd like you to pick some..
« Last Edit: December 31, 1969, 05:00:00 PM by explode »


arramus

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« Reply #19 on: April 25, 2007, 07:15:41 PM »
I'd like to go with Arena and Goliath as well.

For Arena

1. Changed Player Starts numbers. Some 1s and 0s were misplaced.
2. Doubled texture size to lose some joins and tiling.
3. Lowered lighting height in tunnels a little.
4. Renamed display name to Arena-Exp XS.
5. Added maker's name.

For Goliath

1. Changed Player Start rotations and placements.
2. Edited some terrain for trap points and cover.
3. Scaled terrain textures.
4. Moved central brush over terrain join.
5. Renamed display name to Goliath-Exp XS.
6. Added some extra weps.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

Hybrid_Soldier196

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« Reply #20 on: April 26, 2007, 03:16:37 PM »
Quote from: "arramus"
Quote from: "Hybrid_Soldier196"
any specific reason why you excluded my maps?

All 3 maps are good for the map pack. They make decent small battle maps and are technically very well made.

The spawnpoints are all set to 0 at the moment. Do you want them to remain like that or do you want to specify certain maps for Rep/Trando. I think as they are at the moment Trando will force spawn on a Rep spawnpoint which will make for some random spawning. It's your call.

Would you also like to change the level props name of Trando Cavern from TrandoCavern > Trando Cavern?

If you want these changes made I can do it and name them all with XS to reflect the changes from the original.


Yes make all thoses changes...thanks arramus! :wink:
« Last Edit: December 31, 1969, 05:00:00 PM by Hybrid_Soldier196 »

arramus

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« Reply #21 on: April 26, 2007, 07:40:51 PM »
Trando Cavern:

1. Added an extra spawnpoint each side.
2. Gave shotgun a respawn time and duplicated for opposing area.
3. Added 4 zone portals.
4. Replaced central APC with health to balance weps.
5. Renamed to Trando Cavern XS.
6. 1 and 0 spawn points for sides.

Glass House:

1. Added extra spawnpoint each side.
2. Balanced APC with DC-17 on other side.
3. Increased spawn time for tick tock bombs.
4. Renamed to Glass House XS
5. 1 and 0 spawn points for sides.

Hallway:

1. Added respawn time to one of the snipers.
2. Changed red to blue illuminated texture on Rep side.
3. Increased spawn time for tick tock bombs.
4. Added extra spawnpoint each side.
5. Added shotty.
6. Added subtle blue/red lighting to zones.
7. Renamed to Hallway XS.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

Hybrid_Soldier196

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« Reply #22 on: April 27, 2007, 02:42:04 PM »
Thanks i wouldve made some of those changes in the first build...but yeah i was lazy and just wanted to release it....kinda like EA and BF2 patches eh? :wink:

Thanks again!
« Last Edit: December 31, 1969, 05:00:00 PM by Hybrid_Soldier196 »

Shockjaw

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« Reply #23 on: April 27, 2007, 05:17:18 PM »
when will this map pack be released? and will it delete the original maps when you put the modified in (since the maps are taking up space)
« Last Edit: December 31, 1969, 05:00:00 PM by Shockjaw »

arramus

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« Reply #24 on: April 27, 2007, 09:42:01 PM »
I'd like to get a little something from a number of modders and it all depends on how quickly maps can be made server ready. We'll see how it goes over the next few days and if nothing's coming we can release this pack now and release an update later.

If you already have some of these maps they will just be over written when installed. A fair numner are receiving updates though so there'll be some improvements and tweaks that nobody has seen yet.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

Shockjaw

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« Reply #25 on: April 28, 2007, 04:41:10 AM »
ok I want some maps from TX for the tx server and I have a map to give you (it is called square) it has a 0 seconds between death and spawn and weapons don't respawn and it is a very small cube area (good for intense battles and I also want DM_Carnage, and I have another map dm_goldedition (it has a glitch were  a bowcaster can be found behind one of the meshes) and arrumus I don't know how to post files so arrumus can you get on xfire and I'll send them to you
« Last Edit: December 31, 1969, 05:00:00 PM by Shockjaw »

arramus

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« Reply #26 on: April 28, 2007, 07:23:13 AM »
I really need the guys who made these maps to post if they want them added to the map pack. Before adding the maps I like to check them in the editor to make sure amongst other stuff that spawnpoints are set properly, respawn times are correct, weapons are even and brushes don't create tears.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

arramus

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« Reply #27 on: April 28, 2007, 08:57:39 AM »
Added an edited version of Spuzz's Forest Corridor. It has a circuit loop with two connecting corridors and will fare well in TDM.
« Last Edit: December 31, 1969, 05:00:00 PM by arramus »

Shockjaw

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« Reply #28 on: April 28, 2007, 01:21:31 PM »
what did you edit in forest corridor
« Last Edit: December 31, 1969, 05:00:00 PM by Shockjaw »

Sandcrawler

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« Reply #29 on: April 30, 2007, 11:49:36 AM »
007 Temple
Arena A51
Catwalks
Hidden Base
Impass Isles
Sniper Wars
Trilonged
Chapel of Pain
Windslasher: Cargo Bay

Thise are the ones I would like to see, in addition to the ones you already have there.
« Last Edit: December 31, 1969, 05:00:00 PM by Sandcrawler »
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