tc_meridian_b5 impromptu playtest thing

Discussion in 'Server Events' started by GrimGriz, Mar 25, 2009.

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  1. GrimGriz

    GrimGriz L10: Glamorous Member

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    Where: 66.150.164.56:27015
    When: Today, 4:00 p.m. pacific (approximately 6 hours and 20 minutes from this post)

    I put meridian b5 on the server last night, and I thought an impromptu event to find all the problems with the map would be nice. At 4:00, I'll load up the map and do mp_timelimit 120. Stop by if you can make it. You can DL the map in advance..here.
     
  2. Shmitz

    aa Shmitz Old Hat

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    Just want to thank everyone who participated today, particularly since I know there were problems with the redirect and a lot of you guys were patient enough to download the map here or on FPSB to join. :D
     
  3. MrAlBobo

    MrAlBobo L13: Stunning Member

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    hmm...ive been working on getting the redirect fixed and im starting to run out of ideas, the map has been deleted and re-uploaded to both the redirect and the server, so thats not the problem, there is nothing limiting mapsize in any cfg. And as a last attempt we tried a map that was larger in filesize then meridian, but that worked just fine...

    so...yeah...any suggestions would be nice

    EDIT: So...the bz2 needed to be recreated <_<
     
    Last edited: Mar 25, 2009
  4. GrimGriz

    GrimGriz L10: Glamorous Member

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    Yar...finally after pokign around a thousand different solutions..

    I could unzip the bz2 I had and play...but when the same bz2 was uploaded (even freshly) to the server, DLing it would fail.

    I took the bsp and recompressed as bz2 (shaving 2 mb off the one I had previously) and uploaded the new bz2 to the redirect, it worked.

    Sorry for any inconvenience the redirect problem caused anyone.
     
  5. Ezekel

    Ezekel L11: Posh Member

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    there's one thing with meridian that i wanted to bring up:
    in the robot room (possibly elsewhere, but i only noticed it here), there are exit/intel signs that are here and there that will be pointing to locked doors (depending on the round),
    making it unclear which way to go occasionally.
    there's also a couple of small purple/black cubes in that room on the side that the robot is facing. one on the ground floor, and one embedded within the ramp directly above it.

    was lotsa fun to play though. definetly gels well with the CTF mechanics too.
    though the last stages (where there's only one intel), perhaps you could make a note appear on the round-by-round chalk board to give a hint that one team is on defense and one on attack, as it took me a while to realise that, and i get the feeling that other people would similarly try to attack (as they have in every previous round) and not realise there's no intel to try and take.
     
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