Bdcoll Posted November 24, 2017 Content Count: 913 Joined: 10/22/12 Status: Offline Share Posted November 24, 2017 Hey all, This is just a updated version of my earlier SinkingShip map. Through testing it out on the server, i came to realise the problem was the rain that was killing the game when it was full. So i've sadly had to remove that. Also did some bug fixes on T doors, some visibility glitches and sadly had to switch back to the old brown water instead of the new one. This is because on some peoples PC's it was invisible water, which wouldn't really work out too well! I've not uploaded it to the Workshop as I heard rumour Nimmy thought that might be a problem as well, so for safety sake its not there yet. https://wetransfer.com/downloads/7bf290b43984137e559e5afe57fabc9b20171121073414/c9d2ecaddc8c5762b31245103f3b2c4520171121073414/34378b @Nimmy @Mad Dogg If you guys want to add it to the rotation, i can always just go in and help test it out for you and make sure its working? 3 Link to comment
Paralyzed Posted November 24, 2017 Content Count: 3729 Joined: 10/14/07 Status: Offline Share Posted November 24, 2017 Not sure if you wanted me to do it as well or only Nimmy and Mad Dogg. Anyhow, it's uploaded and ready for testing, so feel free to do so whenever. @Bdcoll 1 Link to comment
Bdcoll Posted November 24, 2017 Content Count: 913 Joined: 10/22/12 Status: Offline Share Posted November 24, 2017 @Paralyzed Didn't think you were able to do it without a working PC Para. Thanks Link to comment
Bdcoll Posted November 24, 2017 Content Count: 913 Joined: 10/22/12 Status: Offline Share Posted November 24, 2017 Tested it out on a full server. Once people figured out where guns had been moved to it ran just like normal . Some problems with the map still in regards to certain breakable elements, but i'm more than happy to let that slide. As far as i'm concerned, we can remove V2 and V3 and keep V2_bd on the server. Dont know what you want to do with the original map given its quite noticeably different, yet similar. 1 Link to comment
asdfg Posted November 25, 2017 Content Count: 1421 Joined: 12/22/15 Status: Offline Share Posted November 25, 2017 Tested it out on a full server. Once people figured out where guns had been moved to it ran just like normal . Some problems with the map still in regards to certain breakable elements, but i'm more than happy to let that slide. As far as i'm concerned, we can remove V2 and V3 and keep V2_bd on the server. Dont know what you want to do with the original map given its quite noticeably different, yet similar. What exactly are you referring to when you say there are problems with breakable elements. I'm not sure if I want to let a broken map onto the server. Link to comment
Metal Posted November 25, 2017 Content Count: 11728 Joined: 09/17/08 Status: Offline Share Posted November 25, 2017 (edited) What exactly are you referring to when you say there are problems with breakable elements. I'm not sure if I want to let a broken map onto the server. Incorrect Reflections, Some doors not being able to close once opened, that kinda stuff. Not sure if he removed the rain or not but he was using 4x100% density Edited November 25, 2017 by Metal Link to comment
Bdcoll Posted November 25, 2017 Content Count: 913 Joined: 10/22/12 Status: Offline Share Posted November 25, 2017 The reflections i'm putting down to a temporary error. I've tested it 2-3 times since, all with different maps played fully beforehand and i've been unable to replicate the error. From testing it solo as well i've not been able to show it. The doors are a non-issue tbh. They don't block gameplay, and aren't worth a full re-compile to fix something that will rarely be used anyways. The rain is gone. I know why i used the 4 blocks, which made sense at the time due to a design issue on the map, but it was just easier to get rid of. The breakable element I was actually referring to was the escape boats. It is rigged so when a T C4's them, the boats will break and the T's are able to stop people escaping that way. The logic behind them breakng etc. is sound, i've tested that out extensively in solo games. The problem is them breaking under c4. It only seems to happen half of the time the c4 is placed. I'm assuming this is something to do with the C4 itself and how it transfers damage to the world. Either way, none of these are game breaking, mostly just slightly annoying for me as I wasted time developing them! 1 Link to comment
Bdcoll Posted November 25, 2017 Content Count: 913 Joined: 10/22/12 Status: Offline Share Posted November 25, 2017 And, annoyingly, i'm going to ask for this to be rejected. Despite being covered in bullet blockers, the T room is way overpowered for what it is. I can't have that going on as it ruins the map. On another note, would their be any issues on the AO side, of having 2 different maps, one that sinks, one that doesn't? Exact same layout etc. just without that element. It should feel like a different map entirely as you can actually use the whole thing instead of just the upper levels. Link to comment
Paralyzed Posted November 26, 2017 Content Count: 3729 Joined: 10/14/07 Status: Offline Share Posted November 26, 2017 And, annoyingly, i'm going to ask for this to be rejected. Despite being covered in bullet blockers, the T room is way overpowered for what it is. I can't have that going on as it ruins the map. On another note, would their be any issues on the AO side, of having 2 different maps, one that sinks, one that doesn't? Exact same layout etc. just without that element. It should feel like a different map entirely as you can actually use the whole thing instead of just the upper levels. That's something we'll have to discuss and is most likely possible, yes. It'll most likely be similiar to the razor maps on PB where they all feel differently yet have the same kind of layout. As for now this version is rejected as per your request. Link to comment
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