[map release]Subway_beta2


(ausman) #1

Its been a long time between release’s for this map but finally I’ve found some time to get working on it. There are a few changes but nothing too overwelming in the graphics deparment. Have a good play and by all means tell whats wrong, gameplay issues, anything. Download from here http://www.pcgamemods.com/9729/ . Oh btw this will be the last beta before a final release so go test crazy :banana:

==Problems Fixed==

  • Clip added at top of east station bridge
  • Dynamite problems during transfer to chamber eliminated
  • Terrain changed from vertex to lightmapped

==new things included==

  • All train models now have spraying head lights on them
  • Allies spawn changed to 20sec, Axis spawn to 25sec
  • Looping trains made quicker for allies spawning (1 loop = 40sec approx)
  • We chamber explodes, damage is now pushed out
  • More models around the city
  • All constructibles now have flags with them
  • Ambient sound added around whole map
  • Generator has sound as well as door close on chamber
  • Voice command system implemented
  • Individualised stations more, new architecture, textures
  • Spawns increased from 16 to 32 players
  • Some other stuff I can’t remember

==issues still==

  • train script movers aren’t fluent, this is really hard to fix due to the length of the trains
  • still having problems with disappearing attached models. Due to the portals and my subway layout, not sure this will ever be fixed

Here’s the link to the first release with all the map info http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=9053&highlight=

==Screenshots==





(blushing_bride) #2

i remeber this being a good map but your screen shots are not showing up for me

EDIT: i must have spoken to soon as i came back five minutes later and the screens appaer :drink:


(Xam) #3

I remember playing this when first beta was released, look forward to playing this version!

mirror: Subway (beta 2) @ ETGamers.com


(ausman) #4

Ok from the feedback i’ve gotten so far it seems i’ve found a preblem with the last objective unable to be done when etpro is used. I was wondering if anyone could explain why this could be happening, I noticed in the etpro directory there’s a maps folder with all the scripts, do I need to make a separate script file for etpro, also if I have my map’s script in the etmain/maps directory and a script in the etpro/maps directory which file is read. :???:

Also heres another mirrorhttp://www.gamearena.com.au/files/details/html/15147

Cheers


(TFate) #5

Interesting map. I haven’t checked it out thoroughly yet but imo the tunnels are too bright… those things should be nearly pitch black. This is because you use so much ambient light I think, but it doesn’t really feel like a subway down there without the darkness. :wink:


(Ifurita) #6

What is the final objective and what happens/doesn’t happen?

The only issue I’ve had with ETPRO is command map shaders falling out of the compass, but that’s the only thing that needs a custom script. You shouldn’t need a seperate anything else.


(Oxygen - o2) #7

is there a sandwich shop? :smiley:


(au.Hiroshima>) #8

The etpro problem happens when the truck is supposed to deliver the dynamite to the final capture point, it turns in front of the delivery spot then is supposed to back up a few feet. In etpro it gets to the point at which it stops and would normally stat to reverse, but does not and just sits there until the time runs out.

When played in etmain there is no problem and the truck immediately goes into reverse when it should, with no delay.


(Fenris) #9

I second that, have played it a few times on M8D Betamaps server and the truck always gets stuck so the map will not finish until time runs out.

In addition if allies takes flagspawn at south (I believe) station and there are “many” players on (8v8’ish) then Allies will often get stuck in spawn, i.e. they will spawn at odd angles, almost below ground, stuck at flagpole, etc. Sometimes you can jump loose, sometimes you can aim at ground and fire and you will get loose, and so on.

Apart from those two bugs I like the map :slight_smile:


([MoB]Seany) #10

any word on if this map was fixed with etpro yet?


(Detoeni) #11

ummm, new verson should be out very, very soon with a fix for that.