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map - WIP - Aggressive Heights - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: map - WIP - Aggressive Heights (/showthread.php?tid=5870) Pages:
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RE: map - WIP - Aggressive Heights - Smilecythe - 12-07-2015 Is the new version up in any servers? Iirc there was a conflict of name and version for example in wtwrp last time I checked. Would love to give this one a go and provide demos. RE: map - WIP - Aggressive Heights - munyul - 12-07-2015 Hi Smilecythe, just for info; I have a new version almost ready now - I expect to be able to release it tomorrow evening. RE: map - WIP - Aggressive Heights - munyul - 12-08-2015 Beta 4 Download: mvxdm03b4 (link removed) As requested, the download (pk3) has the beta version tagged on. Changes + Removed the small wall before the MH hole + More stone wall re-modelling (should be complete now) + Switched the Devastator + Electro + Worked on the lighting (possibly finished) + Added a small diagonal edge to the small wall near the Machinegun + Removed a medium armor in the lower section, replacing it with 5 shards I'm still looking for comments on Weapon placement ![]() Work to be done. - Fix environmental sounds - the wind sounds I've added are currently way to quiet for some reason... - Add the items required for further gameplay modes Thanks in advance for any and all comments/help RE: map - WIP - Aggressive Heights - Smilecythe - 12-09-2015 Spotted a bug at the wall near the shards (old 50a place). It wasn't there before, I know cuz I use that wall to get speed to mega health xD RE: map - WIP - Aggressive Heights - munyul - 12-10-2015 Hi Smilecythe, thanks for the info/demo. I have reviewed that section and I have no idea why that is happening. I have been able to fix that one wall by splitting the trim into 2 pieces, why that makes a difference I don't know. I have now searched around the map and have found several walls with the same problem, like up at the Devastator - being able to walk on trim and not falling as long as you keep "pushing" against the wall. Anyone know what might be causing this problem? I have also tried different compile options - makes no difference. RE: map - WIP - Aggressive Heights - munyul - 12-17-2015 Beta 5 Download: mvxdm03b5 Changes + Split some of the trim to "fix" a wall-walking bug (still have no idea why it happened) + Re-textured the trim + Added gameplay info for Domination (not tested) + Lowered the floor at the lower jumppad And again ... I'm still looking for comments on Weapon placement ![]() Work to be done. - Fix environmental sounds - the wind sounds I've added are currently way to quiet for some reason... - more gameplay modes? Suggestions? Thanks in advance for any and all comments/help RE: map - WIP - Aggressive Heights - Mario - 12-18-2015 Not sure if this map is really big enough for modes like CA and TDM, but here's a couple of teamless modes that would work well: Keepaway - gametype ka Last Man Standing - gametype lms RE: map - WIP - Aggressive Heights - Mirio - 12-18-2015 Just add the gamemodes that don't need special entities (DM, LMS, TDM, FT, KA, KH, CA), so people can play them if they wish to without editing the mapinfo afterwards. RE: map - WIP - Aggressive Heights - munyul - 01-01-2016 Release Candidate 1 Download: mvxdm03rc1 Changes + Added suggested game modes + Minor brush changes (trim walking still happens in some locations, and I still don't know why) Since no one commented on the weapon placements, I'll assume everyone is okay with them... Comments - I'm not really happy with the volume of the ambient sounds, but I'm prepared to leave them as is. - I'm also not quite sure the lighting is okay - I've tried the "Xonotic approved" builds, but some of the lighting/shadowing doesn't quite look right - again, I'm prepared to leave this if everyone is okay with the current look. So, if no one finds anything really wrong with this build (or can't find a solution to the trim walking), I'll release this version in about a weeks time. Thanks in advance for any and all comments/help ![]() RE: map - WIP - Aggressive Heights - BuddyFriendGuy - 01-04-2016 I'm hosting this map (mvxdm03rc1) on bfgpug server for testing. RE: map - WIP - Aggressive Heights - munyul - 01-10-2016 Quick question; What are the console commands to show/hide all the HUD items? I'd like to hide everything for the screenshot I'd like to make... Thanks in advance RE: map - WIP - Aggressive Heights - SpiKe - 01-10-2016 (01-10-2016, 07:09 AM)munyul Wrote: Quick question; Code: viewsize 120 RE: map - WIP - Aggressive Heights - munyul - 01-10-2016 Thanks SpiKe! viewsize 120 hides all the status bars ![]() What hides the weapon? ![]() RE: map - WIP - Aggressive Heights - Mario - 01-10-2016 I recommend spectating with the following: cl_hidewaypoints 1 r_letterbox -1 fov 90 RE: map - WIP - Aggressive Heights - Halogene - 01-10-2016 r_drawviewmodel 0 Hides the weapon. RE: map - WIP - Aggressive Heights - munyul - 01-10-2016 Thanks everyone ![]() @Mario, great tip, works a charm! ![]() |