emp_snowbound_1_2 1.2 -Added Superweapons. -Added Vehicle lift for each base. -Added Infantry only tunnels from each base to central area. -Changed Starting base layout ever so slightly to give more building space. -Changed All new cubemaps and adjusted lighting values -Changed Level overview positions -Fixed Middle refinery should now be buildable 1.1 -Added Two res nodes to the middle area -Added player clips in certain areas to prevent surfing (i haven't done everywhere possible yet, just a few crucial places) -Changed the way the door switches work to be a little tidier. -Changed lighting so that the nf base is illuminated better. -Changed the texture rotation to make it look less repetitive -Changed Tickets to 250 -Changed the HDR settings to make it look less dazzling -Fixed wierd cyan shadows Minimap and Abstract A 10 node, large, classic conquest map set in a mountainous snowy area. Not much else to say about it than that, well i do but its just mappers woes really so i'll spare you from that. ScreenShots Download Download Mirror 1 (mydatabus) Download Mirror 2 (rapidshare) Download Mirror 3a (kane.cx - zip) Download Mirror 3b (kane.cx - tar.bz2) Planned Developments - Fix various niggly little things such as: Goddamn floating railing that i keep forgetting about. Missile texturing is a little crude to say the least and the nf one is downright fucked, think its a compiling thing. And my custom console/gauge textures are a bit functional. Some of the sounds could do with tweaking and the soundscaspe isnt working quite right yet. The missile explosion itself and the detonation system could do with some work. If i can think of a way to do it then the missile aiming might become completely free rather than the 16 spots you can currently hit (well 15 actually cos you can't bring it down on your own base).
Looks nice, look forward to trying it. Coloured shadows are caused by the colour in the Ambient setting in your light_environment. You can use an env_shadow_controller to fix it I think. Also lol superweapons.
In terms of layout, it looks fantastic. In terms of Refinery locations...not so fantastic. But i'll talk more once I've tested it.
yeah the refinery placement is something that i am hoping a little playtesting will sort out. the actual output of the corner nodes is a quarter that of the base nodes so im hoping that will balance things. What i don't want to do is clutter up the main battle area with ref nodes. I want a big open space for epic tank battles. There really aren't that many more areas for refs when you play it. Right in front of the bases is pointless, in the little crooks outside the runup to each base would be way too tight, there are already two in the corners and that just leaves the central area which like i said is meant to be massive tankage area. So ?
Can VFs be built in the center area? Looks like the only reason to go through the center is to open a fresh flank. Can any of the ridges be climbed on? Or have footpaths? The first pic reminds me of the dwarf starting area in WoW.
yes plenty of space for vf in the center area, there are opposing ridges that can be climbed by infantry (see screenshot 1), atm you can get a vehicle up there too if you really try but that might be fixed if it become a problem. The reason to hold the centre is that not holding it will leave you extremely vulnerable and the corner routes are much tighter. Taking the corner route will mean a much longer approach to the enemy base meaning more vulnerability. Whereas if you hold the center and can approach the base from the side rather than the top or bottom (if you see what i mean) you have much tighter and closer cover to their base.
Jimather, After a correct installation of your map on Nachos & Juicebox, when it came time to change to your map, everyone experienced missing texture issues. Though I'm not positive, I want to say it's likely your snowrockblend texture, as I bet you probably used that around most of your map's terrain & mountains, which were the main things that had missing textures - most of the map was covered in the default purple & black checkerboard. I haven't yet had a chance to sift through the .res file or VMTs to make sure things are properly named though, so you may ought to sort back through this package, and if any problems are found & fixed, release like emp_snowbound_b1 or emp_snowbound_rc1, etc. The map looks fun and I look forward to trying it in a live round.
call me a morn but i'm pretty darn sure you cant bzip ALL the files like you did in the server zip link. just do the bsp file (its the biggest anyways) that may resolve the problem here, didnt get a chance to look over the files otherwise, maybe i'm wrong but i recall thinking this was a great idea way back when and being told it doesnt support it or soemthing..
I only uploaded the BSP as a bz2 for Fast DL, but the rest I uploaded as normal. I might look into it sometime later this week.
hmmm, well thats a bit gay isnt it. looking into it now. edit. yeah, got it, i uploaded the wrong frickin vmt file for the main rock and snow blend. What i will do is update the main zips, and also upload the missing vmt and adjusted .res file as a fix pack. If that doesnt sort it then i will look into what bitchslap suggested.
I haven't played it yet, but from looking at the minimap, I made a lil edit to your minimap to show where I believe new refs could go to give better gameplay.
ok well i'll think about that once a few rounds have been played on it and we see where the front lines actually develop.
Ok, same drill as my other thread, will be final compiling this soon so if anyone else has any ideas let me know.
I didn't care for the sound effects of blizzard, snow, whatever. They were a little to loud and seemed too fake to me.