CP Tanomah B3

A cp map set in a recovering middle eastern town

  1. Sandflapjack

    Sandflapjack L1: Registered

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    Tanomah b3 - A cp map set in a recovering middle eastern town

    Tanomah is a 2cp attack/defend map set in the middle east.
    I felt like there isnt any middle eastern city type maps, unlike most other shooters.

    There was a big crash issue, but hopefully tis removed, if not lemmie know.
     
  2. Aeix

    Aeix L3: Member

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    If your starting at version beta3, have you used a private testing group? It's generally a bad idea to go into beta without an alpha (yes, I did it on arena_stelae but that's because it's a mayann update map which means I want it finished and detailed at a similar time to the release of the mayann update - also it's arena so the map is just generally smaller so easier to make changes to without disrupting mass amounts of props and displacements).
     
  3. Sandflapjack

    Sandflapjack L1: Registered

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    I have been testing it with the imps.
     
  4. Aeix

    Aeix L3: Member

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    Oh ok, it's just I haven't seen it in an imp (maybe because I tend to only play the EU imps because of my internet) recently, and the thread is new...I was just wondering.
     
  5. Sandflapjack

    Sandflapjack L1: Registered

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    Yeah, its been on lots of eu imps, to the point where I think they were getting a little mad and annoyed with me.
     
  6. Yrr

    aa Yrr An Actual Deer

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    It still crashes :(
     
  7. Hyperion

    aa Hyperion L16: Grid Member

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    This map still causes crashes, c'mon
     
  8. Muddy

    Server Staff Muddy Muddy

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    Also your map's custom content is still not packed into the BSP.
     
  9. Hyperion

    aa Hyperion L16: Grid Member

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    This seriously needs optimising. You can see almost whole map always

    [​IMG] [​IMG]
     
  10. Sandflapjack

    Sandflapjack L1: Registered

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    What treatment do you suggest to help optimise it besides areaportals?
     
  11. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Separate areas with skybox walls, use hint ceilings, and make connectors so that you can't see straight through from one area to another. Check out Valve vmfs for examples and read this optimization bible if you haven't already