Premuda

CTF Premuda B1B

Aug 19, 2008
1,011
1,158
the overbrightness is a result of the crappy settings on my laptop,
it looks way calmer on my original machine.
i´ll exchange the screenshot once i´m back on my well calibrated desktop-pc

i might sound repetative, but i want to get my detailing done first, before i finetune the lighting, it will be a bit less harsh and orangy
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Eerie I don't know exactly how hard that issue you're having with the skybox is to fix, but it's been there for soo soo long and your map is ever so pretty otherwise, I'd love to see it fixed before the next release because I'm just so enthralled with the appearance of this map. That's the only thing that has detracted from the experience, for me. >_0
 

firething11

L1: Registered
Aug 7, 2009
4
2
I haven't got round to see much of Premuda, but having played Cashworks I know I'm going to love it. Especially the intel model.
 

mug

L1: Registered
Aug 13, 2008
23
9
Have played a few times late at night with small numbers(I dare not put it on w/32 as many crashing will make average players hate the map & we can't have that :))! Most players(75%+) including myself crashed at 1 time or another. Mainly in the 2nd or 3rd stage. Never in the first stage I think. We also had some issues with insane amounts of kills racking up for people who capped/defended the intel.

Other than the above problems all is great, Love the detail, love the layout, seems quite balanced.
Here's hoping for a fix to the crashes, then I can give it a full on test.
Keep up the good work eerie

1: insane amounts of kills 2: Weird water effect 3: Some unsewn disp I found at the end of a good round :)
 
Aug 19, 2008
1,011
1,158
If i just knew what caused the crashes... since it´s a crash client-side i don´t get any serverlog, and so far there is no common denominator in the crashes

everyone crashes at some point everywhere at any stage not simultanously

that makes me a sad eerie


the insane amount of kills is a hardcoded bug, nothing i can do against that, we hope valve fixes it in an upcoming update
 

Smashman

L3: Member
Mar 14, 2009
118
64
I keep crashing at the start of stage 3.
It's happend 3 times now.
Very annoying cause i wanna look around.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Killer job there, you nailed the feel of that space...

I just want to run all up in it and scamper around its gorgeous entirety. >:3
 

mug

L1: Registered
Aug 13, 2008
23
9
Those a6 screenies are lookin sweet! Here's hoping u can track down the cause of those clientside crashes. My guess is something to do with the intel, It's parented objects and their communication/states.
Keep up the good work! :thumbup:
 
Last edited:
Aug 19, 2008
1,011
1,158
A6 out!

Download: [...TF2Maps...]

Changelog
____________
A6 [08-17-09]
+ added new a/d ctf - hud provided by valve
+ added func_respawnflag to the deathpits
+ detailed Stage 2-2 and 3-1
+ changed color of respawntimer to blue
+ if blu carries intel after time runs out,
game goes to overtime until flag is dropped and returns
+ moved 2-1 cp onto the bridge between the buildings
+ tuned rain-entities
+ added some custom content from the tf2maps swamp contest
+ hopefully fixed client-side crashed (no guarantee)
+ added some railing at deathpits

06.jpg

23.jpg
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
what was the problem on client-side? what caused crash?
 
Aug 19, 2008
1,011
1,158
i´m not very sure, but i had several entities firing outputs like every 2 seconds to keep the flag turned off and such, since i pumped up the time on the refiring, i had no local crashes on my side.... hope that was it, but as said, no guarantees
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
I'm putting this at the top of my feared maps list. Oh wait, no Im Fearlezz! I fear no maps :D

Anyhow looking great man, hard to compete with, keep it up :)

Edit: This is from A6


Attemped to precache unknown particle system "env_rain_001_collision"!
Attemped to precache unknown particle system "001_streaks"!
Attemped to precache unknown particle system "env_rain_128"!
Attemped to precache unknown particle system "env_rain_64"!
Attemped to precache unknown particle system "env_rain_002_collision"!
Attemped to precache unknown particle system "002_mist"!
Attemped to precache unknown particle system "002_streaks"!
Attemped to precache unknown particle system "env_rain_002"!
Attemped to precache unknown particle system "002_mist_2"!
Attemped to precache unknown particle system "002_streaks_2"!


!! ERROR: bad input/output link:
!! momentary_rot_button(rotate_dish_07,SetPositionImmediately) doesn't match type from logic_relay(rotate_relay)
!! ERROR: bad input/output link:
!! momentary_rot_button(rotate_dish_06,SetPositionImmediately) doesn't match type from logic_relay(rotate_relay)
!! ERROR: bad input/output link:
!! momentary_rot_button(rotate_dish_05,SetPositionImmediately) doesn't match type from logic_relay(rotate_relay)
!! ERROR: bad input/output link:
!! momentary_rot_button(rotate_dish_04,SetPositionImmediately) doesn't match type from logic_relay(rotate_relay)
!! ERROR: bad input/output link:
!! momentary_rot_button(rotate_dish_03,SetPositionImmediately) doesn't match type from logic_relay(rotate_relay)
!! ERROR: bad input/output link:
!! momentary_rot_button(rotate_dish_02,SetPositionImmediately) doesn't match type from logic_relay(rotate_relay)
!! ERROR: bad input/output link:
!! momentary_rot_button(rotate_dish_01,SetPositionImmediately) doesn't match type from logic_relay(rotate_relay)
 
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Aug 19, 2008
1,011
1,158
you´ll manage, i don´t want to see fear, i want ambition :p

had a nice playtest on Flubber´s server, seems like the crashes are history, none reported so far

the particle-errors are normal

the other´s don´t mean nothing, the rotating dishes are working as intended, so that can be ignored :)
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Looking definitely good, and can't wait for 3-3 to be detailed. :3

A couple little things that I spotted when running on a localhost server:

1-1 is giving two "round" points for capturing it, instead of one.
When you're going up the stairs to 1-1, if you're hugging the wall near the "Watch Your Step" sign as you're going up you get caught on something.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Your detailing on 3-1 blew my mind sir, and that tunnel looks incredible... I'm in awe every time I play your map! I don't say that lightly either, most maps I can stand to actually play on, but when I play premuda even on a full server I just stop to look at where I am.

<333