You need to make the rework so that the players know what to do in second. Maybee, tf2 like, arrows that simple show people that there are tunnels ??? and trickster if parts of the map are underused its not players fault.
I tried using this map in empires 2.2. It did not load. Can someone tell me weather this error will be fixed?
Map prolly needs to be recompiled into the OB engine. Last the mapper said was that he was working on another version of this map, we should prolly wait and maybe contact him about it
Couldn't see completely, but bridge stays right? That way it would be very dangerous to drive over it (water) :p
I'm excited Will the water inside the "pit" be the same level as the water outside? Having water at different heights sucks for the com.
Yes it will be on the same level. Possibly Definately stays, what would be midBRIDGE without a bridge?! As the middle pass under the bridge gets harder to cross, the role of the birdge is more important as a vehicle passage to the other side. Also ability to build base in the end of the bridge should strengthen the importance of the bridge.
I apologize for not reading the thread in its entirety, as I simply don't have the time to at the moment. Rather than wait and forget though, I wanted to ask you if you could make another minor improvement (if this hasn't been mentioned already). The resource nodes tend to be rather picky about where your cursor is - you have to have your cursor right on the most central point in order for the refinery to actually drop upon click. I think this might have to do with the location of your emp_resource_point entities on the Z axis. I think they might need to be raised so that the bottom of them sits directly on top of the brush that makes up the foundation of each resource node structure - that is, if those entities aren't already aligned that way. If they are, you could experiment with different solutions or simplify those resource node structures (possibly even get rid of them altogether if necessary, even though they look very nice). This would alleviate some commanding nuances on your map. I love midbridge, and cannot wait to play a 2.2x version of it. Your screenshot of changes looks very promising, so keep up the great work.
The changes I planned to do are kinda done now - though I'll look at the res points. However there are some issues with compiling and performance. Some beautiful fullbright screenshots: NEW defensive tower the lids in the middle of the tower slide open/closed when used Looking at the new middle Ladder to the bridge in NW and SE Because it was too easy for a tank to retreat back to the tunnel - now go place some mines there Opening to the new tunnel and where it leads to Don't want to end up in there! At least I don't! Blah blah blah One of the major problems Poor fps Water
Looks fucking wonderful, even in fullbright. Nice job pastori. You used the most expensive water possible, no wonder its lagging. Use something cheaper.
The vertex one could probobly be helped by some crative useage of skybox to ensure that not everything is renderd at once