i think i removed them due to popular demand?! edit: jup, i removed them. ppl said it would be shit bc they ended the map too fast. heres the thread http://forums.empiresmod.com/showthread.php?t=10572 edit2: and that always was my stance on this
Flasche, the last version you had working played really well. It's just those crates you use, they're all chequered now. The map needs recompiling with the paths for the textures repointed, then it'll work again.
shouldnt fixing the paths in this script file thingy work already? (the .res file) (omg the horror if i think about doing that again for another map) gimme a day or two and ill give you a working version. now i have a better cpu it doesnt take longer then a couple of minutes to compile anyway ...
Yeah, I think Stalemate was the first map I tried my hand at comming on. It's a nice map because even though it's a commander map, it's highly infantry focused and strategy/building placement isn't emphasized on it nearly as much as it is on other commander maps. It gives new comms a chance to get a strong feel for the UI and researching because they don't have to focus as much on giving infantry specific orders and placing buildings.
it's too bad that terrible maps linger for so damn long while maps that are actually pretty fucking rad disappear because theyre not simple enough or flashy or gimmicky enough. the former include stalemate (sorry flasche) hobbes, shandy shit, and more the latter is pretty awesome stuff like manticore, alpinerush, varble's Mearth (come on 20+ random refs, random spawnpoints random bridges ffs - and despite all the randomness it's almost always balanced, how is this a bad map?) reinvigorate empires maps somehow either with this patch or next patch... I know I'm probably ignoring a whole laundry list of issues, but primarily the responsibility lies with the server owners to tell the players what they like, not the other way around.
you dont have to, i think similar to you. it was just something to test out some other things, mainly for the map im planing since years (escort-ish map with comms) and to get used to displacements. but i figured the layout might bring this results, i always had a strong feeling that if you force players together closer you will see more teamwork happen though it wasnt even intended to be teamwork
I think proving grounds and stalemate are fine maps. Deviation from normal gameplay is good, and a couple grens would stop any apc push. If you really dont want apcs, spawn afvs first. And Deadpool, Shandy was a better mapper than maybe anyone in the empires community. If we were to have kept someone like him, we probably wouldn't need to worry about poorly made maps again. Octagons is great, it just needed 3 elevated plateau rings in the middle of the map, not just 1. That was it's only deficiency, having a single focal point that made it less dynamic.
Shandy is one of the best mappers (but don't ever forget Chris0132, Omneh, Silk and Varbles), but Rainbowroad, Empirescup and Octagons are abortions I wish had never existed. No, you pakratted the materials and thus they can't be changed now, it has to be recompiled, there's no leeway in this.
You can extract the files from the bsp, delete them from the bsp, tweak the res file and rename the map as a new version. Wouldn't this work?
Source versatility is what makes mapping so great. "The_internet" being a rats map is always a nice change from the usual out door environment that most empires maps sport. For the same reason, mechanically different maps like octogons are wonderful. I always love a good game of rainbow road, it would be instantly improved if comma couldn't fall off (but everyone seems to like emp hobbes, so WTF) I'm telling you, if octogons allowed more rings, and a slightly more dynamic upper level play, it would be a really really good map. Shandy made a really good first push into more than 5 distinct map styles previously unimplemented. Of couse they fell short in one mechanic or another, and some simple changes would balance them perfectly. The fact remains, no one else tried to do that as much as he, and its mods with that kind of variety that stick around.
No, because some of the terrain data is written into the BSP. Steve and Varbles have been trying everything under the sun, they said literally nothing works except a recompile because of the way pakrat works, and I believe them on that.