Its an lowplayermap from 1on1 to 4vs4. The map is builded like an jump-and-run-adventure map with lots of turrents, buttons, secrets and other stuff. The map is splittet in 5 parts: 2 singleplayer (where the enemy team cant attack you) and 3 outside parts for real fights. Version 1.0 compiled in fullvvis and with builded cubemaps download @ http://www.fpsbanana.com/maps/126402 or http://ul.to/pak767 changelog from 0.92 to v1 -FULLVVIS -Builded cubemaps -more than 1 spawnpoint at each flag (avoid the spawnpoint is blocked) -tickets incresed by 25% -sabotage counter decresed by 50% -16 mines removed - that will make much players happy -Nukebugs fixed (now you cant disable the spawns forever) -added more textures (some help for noobs) -alternate ways if teams "stuck" -some gameplaybalances (the slower team will get more help and the faster team will more blocked) -BE is not able anymore to despawn nf com -its not longer possible to block the whole team from roof of multifloorbuilding with 1 single rifleman -some little other changes and bugfixes
for some reasons download dont work -.- here is an alternate link: http://www.ul.to/f8uyt0 <----old version 0.92
Oh my god that looks awesome. Please tell me it's not like a kreedz map where you need epic jump skillz, and just epic exploit skills?
no panic Dont worry .. you dont need the imbahaxorjumpskills for this map ... you can normaly play it there some jumpparts in it but remember the enemy team can shoot at you while trying to do some jumps at 3 of 5 parts
If I were you, I'd also makes posts at G4TC/Viper forum: http://board.games4thecommunity.co.uk/index.php?action=forum ELC/EGC forum: http://www.empireslearningcentre.com/forums/ and bug the admins to add your map to their servers. These are the most popular Empires servers at the moment. Also, good job. Kind of looks a bit zm_random-like.
Quake was the origin of bunny hopping, but no i am not talking about simply bunny hopping, i just played the map, it is a cooperative obstacle course where turrets are in inconvenient places and you have to get across the map destroying them, BUT OH NO THERE ARE MINES, plus you get checkpoints and shit like that. This map would be good as a training map designed to train newbies in teamwork.
yes you right its not compiled with full vis course it takes a very very long time, and my girlfriend will kill me if i dont shutdown pc overnight. But no problem .. i clipoff the most parts of map with areaportal so the overflow error should only be in spectator mode. If you played the map you shouldn´t see this error ingame.
no map for empires should take longer then 3 hours to compile if it does, you ether abused something to be used in a way it shouldn't, or you did something just plain wrong
after 4 min of compiling it reach 10% .. after 4 hours it reach 17.5% ..... and i dont think it getting faster at the end .. maybe i have to much build in VRAD: vertexes 56716/65536 680592/786432 (86.5%) VERY FULL! VRAD --> WARNING - Max Limit Approach! VRAD: visdata [variable] 16433475/16777216 (98.0%) VERY FULL! VRAD --> WARNING - Max Limit Approach! VRAD: entdata [variable] 389119/393216 (99.0%) VERY FULL! VRAD --> WARNING - Max Limit Approach!
i bet you could simplify that and cut off 25% ive made some pretty complex maps, but none have gotten over 75% besides when i knew i made it crappy
I've been thinking about uploading the mapfiles , but I think that many will modify the map like deleting mines or areas they dont like .... :/
I actually found this map a nice diversion from normal gameplay. I liked most everything with a few exceptions to note. The invisible mines I found to be an awkward game mechanic. I thought this map was a bit of a puzzle/adventure map, which put randomly dying for no apparent reason out of place. The nude graphics are out of place. As it's your map that's totally your prerogative, and I guess the idea is kinda' cute, but for mainstream game play its not appropriate and you wouldn't want those superfluous images to prevent a server from hosting the map. The optimization techniques seemed unusual, but I haven't mapped in a long time so I wouldn't know what exactly would work better. Some of the open areas that allow combat are SO open and expansive, one good rifleman can completely stop the other team from advancing at all by raping them from half-way across the map everytime they spawn. It seems that the team that gets ahead early will end-up very very far ahead if they have played the map before, which either reduces replay-ability, or makes every game a roll from very early-on. Still quite fun.