pl_goldheistcanyon_final_v10

Discussion in 'Maps' started by Kill_the_Bug, Mar 12, 2017.

  1. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    New Stage Starting to come together :) I think it looks really good so far and like box canyon you might be able to go almost anywhere :)
     
  2. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    new stage now 80% done
     
  3. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    new map almost done - have basically rebuilt a lot of it - am now looking at adding in 1 more spawn room for blue and then adjusting the cap zones - because stages 2 + 3 were merged, I may need to put in some extra time markers that are not a capable item (cart will just have to roll over it
     
  4. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    As usual, when you merge levels you get game play issues - ie. crashing. I know what the issue is (game logic settings) I just need to figure out what part of the code is causing the crash. Other than that, map is pretty much done - just some final touch ups.
     
  5. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    Fixed the crash - hopefully will be completed this weekend.
     
  6. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    Final touches being done and testing
     
  7. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    ok lots of work to be done on the coding to make sure things happen when they're supposed to.
     
  8. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    Only two bugs (other than an actual 32 player test) to figure out (both spawn room movement same room different teams) and we are good to go.

    I have basically built a new map - or the amount of work for it is like building a new map - the entity count is fairly high 1147 - my normal is under 1000 for 32 players so I hope it's stable. Your bullets, bombs, etc add to the count and if it goes over 1600 = insta crash.

    I'll get the two bugs fixed first - then will try to do some more work to bring the count down. I have some ideas that might work.

    60 hours now spent on the upgrade.
     
  9. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    currently running what is hopefully the final compile
     
  10. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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  11. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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  12. M3R71N

    M3R71N Here for the Beer

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    Version 5 ready for play.
     
  13. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    Made more changes after tonight's play:

    Stage 1
    - added in more time for blue as they were having a hard time getting cart to top of trellis
    - fixed missing stairs in red spawm
    - fixed missing texture - red spawn
    - fix roof over blue spawn exit where red could camp

    Stage 2
    - added in light red spawn room
    - raised kill trigger on blast furnace to stop players from getting trapped in there
    - deactivate red door to old spawn room to keep them from getting killed
    - fixed a hol in the map
    - made three of the doors (to ravine exterior) blue only to help keep red from geting into the warehouse so easily
    - fixed a blue door trigger to keep blue from running around in circles
    - clipped the two water towers
    - changed a shack model so blue can go inside it

    Stage 3
    - Raised the skybox at the request of players

    Running compile - will post on Thursday
     
  14. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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  15. M3R71N

    M3R71N Here for the Beer

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    Tonights version is ready.
     
  16. woot

    woot New Forum Member

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  17. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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  18. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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    version 8 almost ready - don't load it yet
     
    Last edited: May 30, 2017
  19. Kill_the_Bug

    Kill_the_Bug Well-Known Forum Member

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  20. M3R71N

    M3R71N Here for the Beer

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    Just got it going. Have fun!
     

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