pl_spacewar

pl_spacewar B29

Changelog

- made some texture and lighting modifications - more pleasing to the eye
- redid some prop work in last cap areas, now more fluid and lass confusing.
- decreased all health kits to small and adjusted a couple of the ammo packs
- fixed a door movement that was coming into a tunnel and seen by other players
- increased gravity by .01 so gravity is now .06 of normal which is 1 - you won't hang in the sky as long and will have to work harder to get sucked into space
- think I have all the bugs worked out on the final caps with a new filter system - special thanks out to Lucky and ICS for this
- reworked the final cap point logic, think I found the cause of the bug at the end - I forgot to kill the train, should workout now without any issues
- did some more texture work
- reworked section 03 cap point to make it larger at your request
- did some more optimization although this map is still a bitch to do

Enjoy!
Changelog:

- based on your feedback, I changed a lot of the textures, hope you find these more palatable
- modified gravity, made it a little stronger
- recoded (again) the last greenhouse door and HOPEFULLY the dam thing is fixed
- removed some of the cap point signs
- removed or reduced health/ammo packs
- removed 1 entity cause a capture delay
- fixed a version 11 bug where the cart would got right through you
Changelog - and I think this might be the last one :)

- Reduced redundant payload logic making it more streamlined
- Ensured that the new coding matched to display the correct speed text on screen
- modified cart speed slightly
- found one missing interior gravity brush inserted replacement
- changed coding on push zones - it was 'onstartcap' etc. have changed it to 'onstartcap team x' this should solved the can't push cart bug that occurred randomly because now both zones are labeled team specific
- modified red and blue textures slightly to make them more appealing
- modified size of payload train(smaller) this should help prevent early misfire at final cap point since the payload is fairly long
- added in two resupply cabinets as requested
- moved the supply cache at cap 3 to inside the room
- marked one way doors with one way texture sign or overlay to help players distinguish between one wat rooms vs two way rooms

Edit: Dang just saw one item that may effect gamepaly near last cap - red side - going to fix in the am
Major Stuff

Choke Point in Sector 03
- got rid of glass floor - you can now jump down onto the cart from above if needed
- put in balcony extension in the greenhouse
- removed 1 wall (lrg) put in glass wall - gives attacking engies another defensive/offensive spot to set up
- new logic at the cap point to re-open the starting spawn room and get's it back into play - not only for defense for the attacking team but also gives new access around the choke point at ground level that I added into the map
- these modifications resulted in me having to rip out a LOT of path_track nodes reducing the overall entity count = yahoo map now even more stable

New payload model
- spent some time on this one and I personally think it looks super cool
- also ads in some suspense when it falls into the pit

Minor Stuff
- fixed a door bug (team filter) with a greenhouse door
- tweaked some lighting
- put the gravity back to .3 because .5 didn't effect the players float time long enough to effect how you had to play the game. i.e. curving your direction of movement in space while shooting somewhere else.

Haven't got time to do a bunch of pics - so here's the ones of just the updates

pl_spacewar_b10-01.jpg

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Changelog:

Ambience
- brighter map all around
- new blue texture in blue base- lighter and easier to see blue players
- retextures planter boxes in last point
- fixed an occulur bug that was causing a couple of models to appear/disappear at random

Gameplay
- redid coding for last cap point, cart will now fall into the pit correctly
- the hallway of death - sightlines greatly reduced, more areas for engies to have cover to build, hallway is now more of an escort zone for the cart with the main battle switching to the balcony above to attack/defend the payload
- to facilitate more battle above - new balcony added in last cap pint to get defenders up top
- new dropdown in the u shaped choke to allow attackers to shoot from above and vice versa
- more signs to help you navigate since the forwards and backwards motion was confusing some people.
- fixed team specific door trigger
- faster doors as requested.

overall no a big change just a lot of pain in the ass coding

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Changelog:

This is not a contest entry.

- found the cause (or so I hope) why blue was spawning inthe wrong room part way through the match - lol took me two hours of bot watching
- on attacking team capturing bunker - computer room acces door wii now open with arrows indicating the upper router better - bots actually started using it.
- put a protective cover over 1 ammo/health kit so defenders can't using it buring an attackers push
- rebuilt last attackers spawn so everyone will strt out on the upper level, he last play test revealed that onel 1 person spawned up top when I need the attackers to attack from both the top and the bottom, this should help with that
- no build tunnel exit for 3rd spawn room (both teams) - putting tele ent there proved a littel annoying since it's an upwards ramp exit - you had to jump over the teleport to exit

Now for the FUN stuff:

Based upon your feedback and requests....

- I give you WARP SPEED on the cart < yep you wanted the cart to move faster - it will now move much faster based upon the number of cappers on it. 3x faster if you can get 10 peeps on it.
- I would also like to thank those who noticed that the cart slowed down from some reaon at one point - there indeed was a coding bug in the logic. this got fixed when I did the above.
- Higher concrete blocks in the final cap areas to help protect against snipers - they looked ugly so I got realley create, it cuts down some of the sightlines making it harder to shoot AND looks really cool - scouts and other classes will have a LOT of fun on these. The solution also keeps the map even - no verticle advantage for either team
- The trench is back to a trench, deathpit removed.

Some future version will have a new custom model (if I can fiure out how to get propper working again on my machine).

Unless, something's wrong with the map - nto sure what else needs doing.
Changelog:

THIS IS NOT A CONTEST ENTRY.

I think I have all the bugs worked out of it :)

Did some more optimization work also made sure the map is properly packed this time

Edit: Map is STILL bugged with one spawn room - will try to fix today
Changelog:

Nothing visual map is essentiall the same - although this time I think we have a winner < or at least much better in terms of gameplay.

- I fixed the bug that caused you guys to get stuck in that spawn room, when I recoded the entire spawn teleportation system and forgot to disable those two (red/blue) starting spawn rooms. They are now disabled and if for some reason they act up again the triggers are one way to open the doors, something I also missed on the last update.

- removed some props at the last cap areas

- after 4 playtests and seeing that virtually no one took the upstairs flanking routes to the last cap area to put the pressure onto the defending team, I rebuilt the access point so that the attacker who spawn in the top spawn room will run out and see the new tunnel that leads DIRECTLY towards the last cap area. This is probably the best gameplay improvement.

- put in a couple of team specific no builds - inside the control towers, no sentries that can cover all three doors at the same time. In fact you can only build in one spot so attackers will know where to shoot on entry.

- after hearing some comments about the force fields and how they interfered with sight in game for some of you, I removed them and replaced them with custom made signs that warn you about the low gravity sections.

- created a telelporter sign for the teleporter after hearing a couple of comments about "What's this? Oh, a teleporter!"

- nobuilds added in the waterfall areas that allowed teams to hide sentries, spies can still hide there.

- moved two frogs

- put the missing lights back into the center, hence center better lit

- reangled player spawns to face doors better

- find the mouse trap and get a surprise

- removed a couple of solar panels near center to help with the fps

Optimization :

Map still a bitch to optimize - have had to us occluders - some fairly large ones unfortunately because they're expensive but they have done the job.
Also was able to fix a couple of troublesome area_portals that I never liked, the good news is that some areas are better sealed, which is good but the adverse effect seems to be that you can no longer see the green house roof from the center combat zone fro some reason :(

Other:

I did try the warp tunnel suggestion but ti was just too much! Sorry.