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New map: Annecy
Posted: Fri Oct 15, 2004 8:24 am
by birdie
Posted: Fri Oct 15, 2004 8:48 am
by flz
looks good, maps are not using these "spiderwebs" very often ?
Posted: Fri Oct 15, 2004 8:57 am
by birdie
flz wrote:looks good, maps are not using these "spiderwebs" very often ? 8)
Heh, it was like 'must-to-put-it-somewhere!' ;)
Posted: Fri Oct 15, 2004 9:14 am
by NeoFight
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LOL?
Posted: Fri Oct 15, 2004 9:19 am
by birdie
Yeh.. But it's just the screenies :)
Posted: Fri Oct 15, 2004 9:27 am
by NeoFight
I saw that now downloaded the map and gonna check it out
EDIT: I just played the map it is a nice map hope it will be played in public servers it nice for I think 5on5 max?
Posted: Fri Oct 15, 2004 9:33 am
by Jazzie
I don't know anything about these so-called r_speeds. But since I thought it was a quite neat map, however most hastily made (there are a lot of errors), I thought I could check them out.
At the corner by the small field of grass there are r_speeds bordering onto 3000. As mesto has 2000 I assume that this is a bit too much, and that people will have performance problems.
Please, I don't know what I'm talking about, so fill me in here if you have any brains.
lightning-edit: If you stand in the corner alongside the water the r_speeds are approximately 3150.
Posted: Fri Oct 15, 2004 9:42 am
by birdie
Jazzie wrote:I don't know anything about these so-called r_speeds. But since I thought it was a quite neat map, however most hastily made (there are a lot of errors), I thought I could check them out.
At the corner by the small field of grass there are r_speeds bordering onto 3000. As mesto has 2000 I assume that this is a bit too much, and that people will have performance problems.
Please, I don't know what I'm talking about, so fill me in here if you have any brains.
lightning-edit: If you stand in the corner alongside the water the r_speeds are approximately 3150.
Yeh.. R speeds raises up to 3000 very easily when you have large outdoor areas.
But r speeds aren't so big problem novadays since ppl have better machines etc.
3000 is too much, I agree.
And what comes to errors (bugs?) I'm too lazy to fix every possible texture/brushproblem :)
Posted: Fri Oct 15, 2004 9:59 am
by L4nt0m
Well, jazzie, this is just a huge weird kinda bug:
The design is nice though, but because all of those transparant things, its just unplayable for ppl who play aq2 in software mode...
Posted: Fri Oct 15, 2004 10:06 am
by birdie
L4nt0m wrote:Well, jazzie, this is just a huge weird kinda bug:
Strange.. I guess software don't support func_walls
L4nt0m wrote:
The design is nice though, but because all of those transparant things, its just unplayable for ppl who play aq2 in software mode...
Unfortunately true
Posted: Fri Oct 15, 2004 10:26 am
by Den
Software omg
you can have my old gf2 if u want
Posted: Fri Oct 15, 2004 10:37 am
by osiris
this map looks like fun
for some strange reasons i had no textures for the sky and the saloon-bar thingie
Posted: Fri Oct 15, 2004 10:58 am
by birdie
osiris wrote:this map looks like fun :)
for some strange reasons i had no textures for the sky and the saloon-bar thingie
http://www.geocities.com/pulunautti/projektit/wtime.zip
Extract to quake2/action/env/
Dunno about those saloon textures, they should be like correct.
Posted: Fri Oct 15, 2004 12:25 pm
by imeiz
L4nt0m wrote:The design is nice though, but because all of those transparant things, its just unplayable for ppl who play aq2 in software mode...
whoo, someone else playing with SW
i really think mapmakers should think about softers too, i mean, none of the classic maps have problems, but they are played more than any others
in any case, looks good. good job, and keep it going
Posted: Fri Oct 15, 2004 12:29 pm
by NRGizeR
birdie wrote:
Strange.. I guess software don't support func_walls
Yes it does, and why did you put an func_wall there anyway? func_walls are mainly used in game as for example force fields in vanilla q2. I.e. walls that you can turn on/off with a trigger...
Jumping through the map I've spotted: terrible r_speeds, misaligned textures, missing textures, corrupted brushes (my guess is that you're either a Qoole user and have saved alot, or that you don't use the grid), and overlapping brushes.
I don't know if you haven't spotted these, or if you just don't care, but designwise this map really isn't the best one out there...