Found a bug… If you go to the room over the Radar Controls and try to go over to the windows and go up to one of them, as close you can get, then you can see thru the wall behind.
I’ll get a SS as soon as possible.
Found a bug… If you go to the room over the Radar Controls and try to go over to the windows and go up to one of them, as close you can get, then you can see thru the wall behind.
I’ll get a SS as soon as possible.
good news and bad ones,
love the map, lovet he atmosphere, mostly I loved the water…
swimming their in and looking out of it… amazing !
well I had also this max gamechars error, one thing which I noticed is,
that the string sent to the client, consists of map and mod related things…
like weapons, actually everything what is an entity.
I allready mentioned this somewhere in the forum, I guess that making the entitiy names short like ‘a1’, ‘a2’. instead of ‘command_post’, I think that would help. I can help set up a testserver, to test the map for max gamechars. (Maybe I can even host it).
Well beside maxgamechars, I had a error with the command map, it seems it misses a layer z, well the command map is always displayed, but in some heights - there is nothing displayed on it. I guess that is due to another pk3… but before hunting that one down, I wanted to ask here… if its a bug or just the mix of pk3s?
Thanks for the comments guys. I really wanted to push the details of this map a lot. That water shader was such a bitch to get right. 
I have been compiling a list of problems both large and small. I know about the gamestate error with larger servers. How large was the server when it crashed for you? I think about 20 players is the most I was ever able to test it with.
Regarding the command map, what you are seeing is not an error - well, not completely. During testing, some players were getting a little confused inside the main bunker. So in addition to putting textures inside the bunker displaying the map layout, I made a dual-layer command map. The 2nd layer is controlled by your height. So when you are on the top floor of the bunker, the command map displays the correct rooms and hallways for that floor.
The glitch is that the command map will not display the objectives because they are not in that 2nd layer. That is a limitation of ET and I can’t do anything about that. But if you will also notice, The command map has icons for the objectives inside the bunker and each access is color coded. So that way you always know which way you need to go even when you are on the top floor. I did get the spawnpoints to be selectable from the limbo menu by lowering the axis spawnpoint entity to the ground floor while keeping the spawn boxes on the top floor.
Byzantine uses a dual-layer command map as well. That was my guide for setting up my own. It wasn’t essential, plenty of command maps don’t have details inside buildings. But I think that anything that I can add to eliminate confusing for new players is worth the time.
So Anyway, any comments or bugs, big or small, feel free to post here.
I’m hoping to get back to mapping after my work schedule lightens up in the fall. With such a large file to download, any new release of the map needs to really be worthwhile.
I think i know something for the problem with the commandmap markers. place at every floor 1,2 en 3e floor a misc_commandmap_marker from a objective?
:notworthy: :notworthy: :notworthy: :notworthy: :notworthy: :notworthy:
Omg, you make my map look stuped, even i have only seen screens and read comment, altough 35 mb is alot…
why is it so big? big grounds or??
question, did you caulk it? (i gues you did :p) but if you didnt, would it make your map alot smaller ;). (but who am i to say that…)
BTW : your site is realy nice 
Well, I have the construction about 95% complete. I really need to start the scripting for my objectives. Once we start testing the map, I expect I will need to make some significant design changes to balance the gameplay. While making mission one, I went through many revisions with the command posts and the cp bunker design as well as the cave objective (I used to have poison gas in there 
But It will probably be sometime in September before I have a chance to really sit down and crank out first pass on the objectives.
Hmm… I know its a bad description :oops: … I’ll get a ss today…
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That’s wierd. Some kind of vis bug. I think that is also the window that has mixed up surface properties on it. They are supposed to be solid, but I remember one of those windows will allow you to shoot through it.
My guess is that brush is probably set up as structural instead of detail. Thanks for the screenshot. I’ll add that to the list.