reconstructed discussion: sonecha: turns out silo doesnt suck me: ye but the middle is so big, half your team is always their doing nothing Sonecha: the middle is like a blackhole, it sucks both teams in doing nothing Sonecha: if you controll the middle it only sucks your team in. Me: indeed theirs to much ground to walk on Make middle smaller and the buildings have to much area you have to control you need 10+ people to controll it the rest of the map is like canyon So you end up playing 4 versus 4 emp_canyon matches with a player magnet of uselessness in the middle...
I've pretty much finished the next release of emp_silo, behold the new minimap, and playeth spot thee difference on it.
Normal or specular map I think. Both probably if it's using both, because they're the same texture if it uses both.
Emp_Silo RC3 is now released! Thanks go to drummerx for the hosting and bspzipping. http://downloads.borgamers.com/Empires/Maps/emp_silo_rc3.7z http://downloads.borgamers.com/Empires/Maps/emp_silo_rc3.rar Thanks to jekotia as well http://mappers.kolntus-emin.net/Omneh/emp_silo/emp_silo_rc3.rar Altered layout, general bugfixes. Should be the last release I have to do for a while.
Map is great. I very much enjoy the area around the silo in the middle, where cover and Z-variation creates a good place for infantry combat. Please repeat
Omneh, optimise this map more. People still complain 'bout lag And fix the color correction turing on and off >_<
Omneh's given this map to me a while ago and it's almost ready for release. It is heavily optimized but no changes to the map itself. If anyone would be willing to help compile using VMPI it would be greatly appreciated as this map has more than a hundred individual lights and thousands of interior faces that add up to a very long VRAD compile time. If you want to help, make sure you have everything needed for VMPI, come into #empiresmod on irc tomorrow around noon EST and I will send you the necessary files. https://developer.valvesoftware.com/wiki/Vmpi#VMPI_Usage
ah I forgot about the vrad bug. Oh well, vvis is fast enough that vmpi isnt really needed. Nevermind, I guess.