Reactor_B1 available


(Ifurita) #1

Main file: http://www.pcgamemods.com/8570/ <— goes into /etmain
ETPRO shaders: http://www.pcgamemods.com/8571/ <— goes into /etpro

Changes from _alpha

  1. Swapped out skybox
  2. Slighty decreased the speed of truck
  3. Changed hint icon on security doors to show dyno icon for both sides
  4. Added command map icons to show status of both coolant tanks when destroyed
  5. Added water sounds when coolant tanks draining, pump sounds when coolant tanks are refilling
  6. Added bits of cover in the outside

Screenies

Overview

View of the outer area from the allied spawn

Added ladder to enable defenders to access upper level of spawn as well as giving allies a way out if a covert sneaks in a grabs flag

Redid control panel with new textures (to replace my crayon drawings) and adjust damaged version to not gib repairing engies - will probably get rid of some of the smoke in the next version.

Added the green check or red X when a tank has been fully drained as well as hint noises

Thanks for ET Game Hosting for providing test servers and supporting WWGN


(blushing_bride) #2

have not been able to play it due to my connection issues at the moment but i noticed a few minor things while dashing around.

  1. the vent from the second axis spawn to the coolant towers is hard to get into.
  2. I could see no real way for axis to disarm the dynamite on the doors leading to the coolant area. I guess this is intentional as i could see no obvoius route to get aropund and disarm.
  3. There’s a puddle of green goo in one of the tunnels, i think it would be cool if this caused slight damage to a player when they touched it. it would make fighting in that little space very slightly different.

And er thats about it. Seems like a great map, looks good and polished and seems to flow very fast. Rocket powered truck is a nice touch.


(Ifurita) #3

those are dynamitable team doors. A defusing engy can just open it and defuse :slight_smile: Yes, I had thought about adding a small triggur_hurt over that puddle of stuff, would be interesting.


(SiliconSlick) #4

FWIW

-rw-rw-rw- 1 slick ND80serv 2842531 Nov 13 13:14 reactor_b1.pk3
----- PK3 - reactor_b1.pk3 -----
reactor_b1.pk3 - *** Warning: Missing maps/reactor_b1_lms.script - LMS Mode Script ***
reactor_b1.pk3 - *** Warning: Missing maps/reactor_b1_lms.objdata - LMS Mode Objectives Listing ***
reactor_b1.pk3 - *** Warning: Missing scripts/reactor_b1.shader - Shader File ***
TEST** scripts/reactor_b1.arena does not support wolflms
reactor_b1.pk3 - Conflict warning: textures/reactor/logo_dummies.jpg is also in dubrovnik_final_1104.pk3: - POTENTIAL CONFLICT
reactor_b1.pk3 - Conflict warning: textures/reactor/logo_dummies.jpg is also in rommel_final_1107.pk3: - POTENTIAL CONFLICT
reactor_b1.pk3 - Minor note: textures/reactor/coolant.tga is textures/reactor/coolant.jpg in reactor_b1.pk3
reactor_b1.pk3 - Minor note: textures/reactor/reactor_panel_01.tga is textures/reactor/reactor_panel_01.jpg in reactor_b1.pk3
reactor_b1.pk3 - Minor note: textures/reactor/reactor_panel_02.tga is textures/reactor/reactor_panel_02.jpg in reactor_b1.pk3
reactor_b1.pk3 - Minor note: textures/reactor/screen.tga is textures/reactor/screen.jpg in reactor_b1.pk3
reactor_b1.pk3 - ** Legacy warning: texture textures/skies/nightsky1.jpg in scripts/reactor.shader should use .tga extension (even if .jpg file) **
reactor_b1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/skies/sky_8.tga IN scripts/reactor.shader **
reactor_b1.pk3 - ** Legacy warning: texture textures/temperate_sd/dirt_m03icmp_brown.jpg in scripts/reactor.shader should use .tga extension (even if .jpg file) **
reactor_b1.pk3 - ** Image Warning: UNABLE TO LOCATE textures/xlab_props/softblue.tga IN scripts/reactor.shader **
reactor_b1.pk3 - **** MAJOR Warning: SHADER scripts/reactor.shader REFERENCES NON-EXISTENT IMAGES (see above) ****
reactor_b1.pk3 - ** Legacy warning: texture textures/amethyst7/siege/clouds.jpg in scripts/siege.shader should use .tga extension (even if .jpg file) **
reactor_b1.pk3 - Minor note: levelshots/reactor_b1_cc.tga is levelshots/reactor_b1_cc.jpg in reactor_b1.pk3
reactor_b1.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_side referenced in maps/reactor_b1.bsp ***
reactor_b1.pk3 - *** Model Warning: Could not locate model models/mapobjects/barrel_sd/barrel_top referenced in maps/reactor_b1.bsp ***
reactor_b1.pk3 - SUMMARY: 1 Major warnings 3 Warnings 2 Model warnings 2 Image warnings 2 Conflict warnings 3 Legacy warnings 5 Minor notes

SiliconSlick


(ausman) #5

Just a couple of things I noticed, the skybox is far too bright compared to the dull terrain and buildings, in shot three you might want to make your lights target towards the ground since it looks weird having circles of light on your corridoor ceilings.


(M8D MetalHead UK) #6

*quote from M8D Johnporno @ m8d.org.

‘atm its to hard for axis. maybe the controls should be blow with dyna the first time and after this with covop. could be better.’


(Ifurita) #7

Too hard for axis to full hold or too hard for axis in the stopwatch setting?


(Ifurita) #8

BTW, Reactor_B2 is out

http://pcgamemods.com/9375/

  • New command map
  • Improved audio and command map icons to indicate status of coolant towers