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Play testing my map

Posted: Sat Jan 03, 2009 1:04 pm
by Bricksolid
Hello,

Since it seems like people got lifes all the sudden, im going to test the map when i see fit.

Its pretty big unzipped so i dont think u want to dl from the server. Its not fully finished it is just to test the layout and functionality of everything. You are welcome to post comments here after the test.

Thank you,
Bricksolid

Download link:

http://www.fx-webdesign.com/clanftpseye ... -alpha.rar

I bought a server

connect 208.167.234.158:27015; password oohdang

Release notes:

Version .02:
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Fixed the annoucement of final point being capped for the first cp.

Fixed some minor nodraws that the player can see.

Fixed the problem with players getting stuck at the front of the vent in the first blue spawn.

Fixed the bright signs, items, and blue cp points.

Added a light block to blue first spawn to make the bottom seem more endless.

Added a new sign to tell the public that this map is still not finished.

Added a new splash screen for testing.

Added letters to the cps to better distinguse them.

Adjusted spawn room timers.

Added new messages that are the correct tf2 texture.

Added player clips, lights, and rails in the fuel room to help stop people falling down there.

Added more detail to the "shooting range"

Added some light models where we believe the map is not changing.

Added a little detail to the red third spawn.

Changed the ladder in "mantiance room" to a ramp for better performance.

Attempting to make the .bsp smaller for eaiser download time.

Fixed sound issues on round three doors.

Attempting new messages so players have more of a sense when they have to wait for round changes.
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Version .03
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Added custom textures for the cps(i swear to god if anyone gets lost i will shoot you in the head.)

Added a new way in the fuel room to help get around better on the second level.

Added more lights to the fuel room.

Added respawn/control point signs change team to help reduce the confusion of which respawn is where are such.

Added more signs to help show the way

Fixed the model disappearing in the barracks.

Moved a health locker closer to the orange door in the locker room to cut down on travel time and eaiser to heal from that door.

Made it easier to jump up from the first vent.

Might of fixed the problem with red being able to cap c or d after blue should of won the round.

Reducing the .bsp file even more.

Changed the "shooting range" and "lounge" respawn rooms to have less travel time in the spawn room.
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Version .04 (Alpha)
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Fixed red spawning in the wrong spawn room.

Fixed red being able to recap after blue team has secured round 2 cps.

Fixed alarms/sirens/sounds play when not suppost to.

Changed the arrows that glowed because apparently they show through walls.

Changed red's last spawn to top level and shorted the long ass hallway. As we did this we also closed off the most used passage to force people to go other routes and see how well it works. We might remove this hallway all together because its just long and not really important.

Changed a few things here and there.

Added a few things here and there.

Added spot lights on the fuel tanks so they arent so dark.

Added more custom signs for more detail.

Adjusted how some of the doors opened because they were opening wrong.
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Further updates:

More textures, lighting, and detail.

More optimising of the rocket room.

Reworking the way to get to the final cp.

fixing any more bugs that lurk around.
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If anyone has anything to bring up please post here.

Thank you!

Posted: Sat Jan 03, 2009 1:14 pm
by Bacon
Shweet!! sounds like fun. I'll be there

Posted: Sat Jan 03, 2009 1:25 pm
by Harness
:shock:

Posted: Sat Jan 03, 2009 7:40 pm
by Darkfoxx
Good thing, 'cause the dedicated server is going to go offline pretty soon since we canceled it yesterday.

Posted: Sat Jan 03, 2009 10:31 pm
by Bricksolid
K well Tomorrow we will test it Download it now, Play tomorrow.

Posted: Sat Jan 03, 2009 11:21 pm
by Darkfoxx
I'll probably just hook up one of my linux boxes and host the map tomorrow.

Posted: Sun Jan 04, 2009 8:51 pm
by Bricksolid
Update!

Look at top and reply at which time is best!

Posted: Mon Jan 05, 2009 12:21 pm
by dun dun dun... chips
i like the map, though it is monstrously massive... :lol:
it will be interesting to see how the classes balence out...
when is the definite test time?

Posted: Mon Jan 05, 2009 1:53 pm
by Bricksolid
Dont have a definite time, unless people start posting what time they would like to do it on saturday.

Posted: Mon Jan 05, 2009 2:24 pm
by dun dun dun... chips
im impartial. give me a time and ill try to make it... its not like im doing anything... :roll:

Posted: Mon Jan 05, 2009 6:56 pm
by Bricksolid
I would like to do it at 8pm EST as stated in first post, but I have to see how many people are on.

Posted: Sat Jan 10, 2009 8:34 pm
by Bricksolid
MAP UPDATED DOWNLOAD NEW VERSION AND DELETE OLD!

Posted: Sat Jan 17, 2009 9:48 pm
by Bricksolid
MAP UPDATED! PLEASE DELETE OLD AND REPLACE WITH NEW!!

DONT DOWNLOAD THIS VERSION, I NEED TO UPLOAD A NEW ONE, FOR SOME REASON IT DIDNT WORK.

Posted: Mon Jan 26, 2009 9:17 pm
by Bricksolid
Map Updated Please download new one!

Posted: Mon Jan 26, 2009 9:19 pm
by dun dun dun... chips
update info?