spacedome - [NEW MAP]
Moderators: Moderators, Mappers
-
- hit the ground hard, real hard
- Posts: 93
- Joined: Thu Jul 31, 2003 11:36 pm
- Location: fi
- Contact:
spacedome - [NEW MAP]
Download here:
http://action.marsmodule.com/misc/aq2ctf_spacedome.zip
*THIS MAP HAS SERIOUS BUG AND I WILL BE FIXING IT. THANKS TO PLAYTESTING IT WAS FOUND*
Here is my first ctf map for aq2. There is still loads of problems not solved like bit of z-fighting, leg damages, etc. Textures are basic baseq2 stuff which ain't good but for that you have to blame my lazyness
Reason why I'm publishing not finished version is that I haven't got enough playtesters for this and becouse its ctf map I need full teams. (Thanks to Neme and Zakath for testing )
Next version will come out after this map has been playtested for while
screens:
http://action.marsmodule.com/misc/2005- ... cedome.jpg
http://action.marsmodule.com/misc/2005- ... cedome.jpg
http://action.marsmodule.com/misc/2005- ... ome_02.jpg
http://action.marsmodule.com/misc/2005- ... ome_03.jpg
http://action.marsmodule.com/misc/2005- ... ome_04.jpg
http://action.marsmodule.com/misc/2005- ... cedome.jpg
http://action.marsmodule.com/misc/2005- ... cedome.jpg
-Rallu
http://action.marsmodule.com/misc/aq2ctf_spacedome.zip
*THIS MAP HAS SERIOUS BUG AND I WILL BE FIXING IT. THANKS TO PLAYTESTING IT WAS FOUND*
Here is my first ctf map for aq2. There is still loads of problems not solved like bit of z-fighting, leg damages, etc. Textures are basic baseq2 stuff which ain't good but for that you have to blame my lazyness
Reason why I'm publishing not finished version is that I haven't got enough playtesters for this and becouse its ctf map I need full teams. (Thanks to Neme and Zakath for testing )
Next version will come out after this map has been playtested for while
screens:
http://action.marsmodule.com/misc/2005- ... cedome.jpg
http://action.marsmodule.com/misc/2005- ... cedome.jpg
http://action.marsmodule.com/misc/2005- ... ome_02.jpg
http://action.marsmodule.com/misc/2005- ... ome_03.jpg
http://action.marsmodule.com/misc/2005- ... ome_04.jpg
http://action.marsmodule.com/misc/2005- ... cedome.jpg
http://action.marsmodule.com/misc/2005- ... cedome.jpg
-Rallu
Last edited by Rallu on Fri Mar 18, 2005 8:18 am, edited 1 time in total.
-
- hit the ground hard, real hard
- Posts: 93
- Joined: Thu Jul 31, 2003 11:36 pm
- Location: fi
- Contact:
I have slight problem with this now. I have fixed spawnpoints for both teams and info_player_start (or info_deathmatch_start) placed on map that is required for it to load. But here's the trick: TNG has made so that info_player_start and info_deathmatch_start spawns BOTH teams and it can't be disabled.
Only solution that I have got at this point is to make somekind of spawn place middle of map but thats just sucky. I could some kind of instant kill zone where it spawns...
Any ideas or people who can fix the TNG code?
-Rallu
Only solution that I have got at this point is to make somekind of spawn place middle of map but thats just sucky. I could some kind of instant kill zone where it spawns...
Any ideas or people who can fix the TNG code?
-Rallu