TC Meridian rc3

By Shmitz

  1. Shmitz

    aa Shmitz Old Hat

    Messages:
    1,129
    Positive Ratings:
    740
    Compiling what should be the last RC. Switching to the hybrid HUD (to get rid of the misleading score information) and fixing a couple bugs.
     
    • Thanks Thanks x 4
  2. MrAlBobo

    MrAlBobo L13: Stunning Member

    Messages:
    1,059
    Positive Ratings:
    219
    all I can say is there better not be a meridian event tonight...I have work :crying:
     
  3. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,786
    Positive Ratings:
    2,515
    Congrats, Shmitz.
     
  4. The_Ulf

    The_Ulf L6: Sharp Member

    Messages:
    399
    Positive Ratings:
    112
    So exciting! :thumbup:
     
  5. Shmitz

    aa Shmitz Old Hat

    Messages:
    1,129
    Positive Ratings:
    740
    And there it is!


    Note: This release also contains preview thumbnails and the intro movie. As such, it should be extracted from your base "team fortress2/tf/" directory, rather than the maps directory.

    Server Admins: If you do not want to have players download the movie file (which is understandable, because the map itself is already a large download), be sure to also remove those lines from the tc_meridian_rc3.res file in the maps directory.

    Revision History

    RELEASE CANDIDATE 3
    * Fixed problem with invisible robot booth props.
    * Improved several older props.
    * Fixed a few other visual problems.
    * Fixed a bug where the "take it home" radar would
    point to the wrong area.
    * Changed HUD to just have the flag radars, without
    the erroneous score information.
     
    • Thanks Thanks x 2
  6. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,403
    Awesome, downloading.
     
  7. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,680
  8. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

    Messages:
    420
    Positive Ratings:
    103
    As well downloading, changes looks great so far.
     
  9. MrAlBobo

    MrAlBobo L13: Stunning Member

    Messages:
    1,059
    Positive Ratings:
    219
    so...event...now?
     
    • Thanks Thanks x 2
  10. Shmitz

    aa Shmitz Old Hat

    Messages:
    1,129
    Positive Ratings:
    740
    Publicity drive begins with uploading to a site I haven't touched since b5:

    Ye Olde Banana
     
  11. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

    Messages:
    420
    Positive Ratings:
    103
    Tough choice, try crash course or meridian.

    Ima go with Meridian.
     
  12. littleedge

    aa littleedge L1111: Clipping Guru

    Messages:
    983
    Positive Ratings:
    573
    Can I still build on those white beams outside one of the spawns in the robot room?
     
  13. Shmitz

    aa Shmitz Old Hat

    Messages:
    1,129
    Positive Ratings:
    740
    Thanks everyone who came out and played this afternoon. :D
     
  14. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

    Messages:
    420
    Positive Ratings:
    103
    Yah it was great we got quite a few rounds in. Definitely shaping up great final on the way.
     
  15. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,767
    Positive Ratings:
    5,503
  16. The_Ulf

    The_Ulf L6: Sharp Member

    Messages:
    399
    Positive Ratings:
    112
    Pretty good rounds today until it got silly when everyone had taken off and I could scout about willy-nilly.

    Think I found a displacement seam:
    [​IMG]
    [​IMG]

    Totally minor, only noticed it approaching it from below.

    Oh! Also: the custom particles weren't showing up for me - but I think that was likely a client side thingy with my copy of tf2 on this comp.

    Can't wait to see Meridian featured by Valve!
     
  17. The_Ulf

    The_Ulf L6: Sharp Member

    Messages:
    399
    Positive Ratings:
    112
    I decided to do both. :D
     
  18. UFO

    UFO L2: Junior Member

    Messages:
    85
    Positive Ratings:
    52
    I've tested your map alone and found two things:

    1. I had problem with the wall-door. Its looped moving sound was playing all the round (between temple and subbay).
    [​IMG]

    2. I thought why there are only two ways up from the water and only on one side of the bridge. On the other side there is no way to climb up.
    [​IMG]
     
  19. mdawgmike

    mdawgmike L1: Registered

    Messages:
    41
    Positive Ratings:
    17
    Looking good as always! I'll be putting this up on my community's server this weekend. Probably won't be doing any extensive play testing with this version as there appears to be no major changes. Why Valve has consistently passed this one up is beyond me.
     
  20. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    I want to see ctf_2fort_with_giant_robot now, but as for the map, I think that the robot stage is too difficult to attack and defend from. I think that putting glass in one of the two windows near the intelligence would make it more viable to defend. The submarine is too easy to defend, however. Adding some additional space to fire on the intelligence would make it easier to take out sentries placed there. I didn't get much play time in the other sections, though.