pl_spacewar

PL pl_spacewar B29

Oct 6, 2008
1,949
446
Changelog

- made some texture modifications - more pleasing to the eye
- made a couple of lighting changes
- 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

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
- Brought some of the textures more into line with the TF@ theme
- Raised the skybox a little so you get sucked into space farther < You're welcome Nesman!
- Changed text at round start telling you where the death zone into space begins
- worked on the lighting / light maps

Not sure what else there is to do at this point :)

Enjoy

(I'll update the pictures later)

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
- inverted space ceiling lights to make it easier to see the edge of the upper death zone
- lowered kill of death zone roof back to an earlier version (B13) based on feedback
- slight texture modifications
- cliipped some furniture
- made one window into a wall
- fixed three buggy area portals (Issue was cause by one side connecting to a thin brush < never seen this one before)
- made a couple of other changes based on your feedback
- fixed one missing texture

Map is nearing completion for the major contest :)

Enjoy!

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
It's on an asteroid somewhere where there's more than one moon
 
Oct 6, 2008
1,949
446
- fixed a player clip that was too low making it seem like gravity was too high
- added in a trigger hurt to stop teams from camping inside a room when the room was closed (you can still get out of the room)
- added in some lights to make the warning signs more visible from below before you get sucked into space
- got rid of the mercury in the center of the map to increase your combat experience

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
- rermoved 2 cap points
- had to recode a lot of the game logic due to the above
- did some texture work
- lighting tweaks
- recoded shortcut tunnel

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
Contest Testing entry

- changed tunnel route
- removed push entity into kill zone
- lowered gravity to compensate for the above

- will need fedback

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
- adjusted gravity and the height of the kill zone - you have to jump higher now to get into it
- fixed a couple of small bugs

Not sure what else to do with it - this might be the final version :)

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
- made changes for final cap point logic, it should be working correctly
- added in two player clips
- removed two team filters on the tunnel doors so both teams can use them
- added in a sign showing when tunnel entrance is active
- added in a track node indicating when/where the teleporter becomes active
- added in a arrow giving players a slight idea of where they are going to be teleportered to

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
Hi Guys,

Unless someone finds some major errors in the map, this will most likely be my RO3 Contest Entry and I'd like to say thanks for all the help - your feedback has been invaluable :)

Here's what been changed for B20

- the trigger hurts in the tunnels have been replaced by func_nobuilds that will toggle on/off as needed. My original goal was to keep players from camping out in them and building stuff - this solves that problem without having to penalize players by killing them.
- very slight texture work
- I put a dynamic arro on the teleporter booth to indicate where ot at least which direction you are going to get teleported to.
- at the request of players in last night's test, I have put in two launch pads into the middle battle zone, in bot testing they have proved to be a fun addition and should also help speed up the game play in the center. Now you can launch your enemy into space easier while avoiding going up yourself as I have raised the ceiling further :)

Enjoy!

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
- Finally found the cause of some doors acting erratically - somehow a close trigger got place onto a func_build brush - all doors working correctly now.

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
Oct 6, 2008
1,949
446
This is the final version

- fixed an exploit found on the version 21 test
- fixed a visual error on one of the forcefields - a shadow box was appearing for some reason.

Thais will be my contest entry - no further changes unless someone posts of finds a MAJOR error.

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
R03 Contest Entry - bug fixe

- increased size of nobuild so people can't grief by placing tele exit next to the catapult that launches you upwards
- added in nobuild in front of teleporter booth - potential for abuse - i.e. tele exit next to the tele entrance to the tower could enable a player to go straight from spawn to the tower via this logic: player leaves spawn, stands on tele entrance, exits, bounding box of player hits the tele trigger for the tower and immediately gets tele'd to the tower room giving the impression that they've gone from spawn to the tower room instantly. This can still happen if engies build an entrance/exit at spawn/tower room, but the defending team will have a chance to destroy any exits they see there but the can't in the above set up. So I'm killing this potential exploit that was seen last night in testing,
- fixed shadow bug on the forcefields, they are now set to disable receiving shadows and hopefully that does the trick and you will no longer see a square shadow outline if standing in the forcefield
- removed the flashing warning light on the jump pad, replaced it with an arrow pointing up, it was annoying as hell and I was also concerned that the flashing electric light could trigger photo epiliptic shock, it really did a number on my eyes

That should be all the bugs looked after - will submit for another test

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
RO3 - last map fix

- changed medium health kit a location X to match the small health kit at location Y - to that both sides of this mirrored type map is correctly balanced on both sides. said med kit was in a major combat zone and the extra health could cause an imbalance or unfair advantage for one team over he other.

That's it - no more changes - change made at the below time and is within the 48 hour bug window

1
DAY
17
HOURS
28
MINUTES
56
SECONDS

Read the rest of this update entry...
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
632
357
Oh wow, already Beta 24! I remember seeing Space War when it was only in Beta 5, it's super cool to see how much farther this has gone! Nice job KtB :3
 
Oct 6, 2008
1,949
446
Dang - When I made the changes to remove two of the cap points for you guys because it's what you wanted, I completely missed the fact that it would remove an element for the R03 contest.

I am reverting the download back to version 16 for the contest

Sorry about the confusion.

Please judge this version

Read the rest of this update entry...
 
Oct 6, 2008
1,949
446
Oct 6, 2008
1,949
446
Changes

- Got rid of the teleporter to tower room
- Got rid of the tunnel underground
- Got rid of the access door to the tunnel leading to the tower complex

- Added in Door beneath the tower complex that is a part of a new flanking route that goes directly from bridge area to the tower complex - battles and flanking much more direct and more inside away from the low grav exterior. Attacker can build anything in it Defenders - only sentry guns can go into certain areas but tele's and dispensers still allowed to keep them from overpowering a flanking route.

Read the rest of this update entry...