- Oct 26, 2007
- 12
- 0
After a few weeks of work crack alley is finally ready for some beta testing. I am submitting it for this weekend's gameday so keep an eye out for it in the evening. It will also be on my clan's Chicago based server if you don't want to wait to check it out. The IP is 8.9.16.43:27015. Please post any feedback in this thread. Brutal criticism is encouraged as long as there is something constructive involved.
The changes from the alpha are too numerous to list, but here are the big ones:
-The map is a bit brighter as requested.
-Forward spawns added to apartment buildings. When either team captures the flag for the first time the spawns and resupply rooms are enabled
-"Secret" route to the intelligence which must be opened from inside your opponents base
-New props
-Basic optimization completed
-VVIS time reduce to 45 mins from ~20 hours, which will let me release updated versions in a more timely manner
Still to come:
-3d Skybox
-More props. Particularly outside, on the 3rd floor, and in the sewer
-Some sort of indicator that lets you know your forward spawn is active
Known Issues:
-Skybox looks weird in certain places due to the absence of 3d skybox
-Some props are "quick textured"
-There is an area portal in the sewer that you can drown in for some reason
-There may be some "wild" pixels scattered about due to compiling with -notjuncs (Still have a lot of detail to convert to props)
-There is a hall of mirrors effect on the 2nd floor of the blue base in the sniper nest. I'm not sure what is causing it. It looks like an areaportal leak but there aren't any in the compile log.
Screenshots: (next time i might remember to turn AA on)
The changes from the alpha are too numerous to list, but here are the big ones:
-The map is a bit brighter as requested.
-Forward spawns added to apartment buildings. When either team captures the flag for the first time the spawns and resupply rooms are enabled
-"Secret" route to the intelligence which must be opened from inside your opponents base
-New props
-Basic optimization completed
-VVIS time reduce to 45 mins from ~20 hours, which will let me release updated versions in a more timely manner
Still to come:
-3d Skybox
-More props. Particularly outside, on the 3rd floor, and in the sewer
-Some sort of indicator that lets you know your forward spawn is active
Known Issues:
-Skybox looks weird in certain places due to the absence of 3d skybox
-Some props are "quick textured"
-There is an area portal in the sewer that you can drown in for some reason
-There may be some "wild" pixels scattered about due to compiling with -notjuncs (Still have a lot of detail to convert to props)
-There is a hall of mirrors effect on the 2nd floor of the blue base in the sniper nest. I'm not sure what is causing it. It looks like an areaportal leak but there aren't any in the compile log.
Screenshots: (next time i might remember to turn AA on)







Last edited: