aim_lanparty
#161
Posted 31 October 2006 - 12:21 PM
Can't wait to play this on the servers.
#162
Posted 31 October 2006 - 03:24 PM
#163
Posted 31 October 2006 - 03:52 PM
#164
Posted 31 October 2006 - 05:49 PM
#165
Posted 31 October 2006 - 09:02 PM
-Lack of collision detection on the scrap pieces from destroyed computers. Maybe that's normal, though.
-Absolutely no collision detection between the player and the numerous chairs in the LAN hall, though they still react to bullets.
-Some keyboards and such vanish when shot
-Where's my Sim Room door record? ;) Heh. It's not that important.
All-in-all a good map, though.
#166
Posted 31 October 2006 - 09:24 PM
2. I purposefully did that, because I wanted players to sift through quite a bit in the LAN hall, but I felt the chairs restricted movement too much, but they still needed to be there
3. Because there are so many prop_physics_multiplayer entities that after a set number are created on the client side, they disappear.
4. On the bug list :)
#167
Posted 31 October 2006 - 10:25 PM
I had the same error near the wine bottles that NovaHawk did.
It froze up, but I waited for about 5 seconds and it went back to normal.
Also, I found what could be a bug, or you being an ass and putting an invisible wall up.
This is where i found it. I couldn't go any further because there was an invisible wall in my way.
It's pretty good though...Only a few bugs!
Someone start a little server up!
#168
Posted 01 November 2006 - 03:05 PM
Edited by Novahawk, 01 November 2006 - 04:05 PM.
#169
Posted 01 November 2006 - 03:31 PM
Where is that going to be?
Heh. Also, a little late-clarification.
When you put in the stage (if I remember correctly, the Sim Room and Stage were hiested from my story- I still feel honored), that was not supposed to be in the BoSS building, but in an Undisclosed Location (Missile Silo thingy).
I do think the LAN room looks better with it in there, though.
Eh, it's your map, of course. Just a little nit-picking.
Edited by Communist, 01 November 2006 - 04:28 PM.
#170
Posted 01 November 2006 - 03:55 PM
sv_cheats 1
noclip
Once you put that into console you can go past the invisible wall. The passage to the left leads to a secret elevator which leads to a secret room with credits sprayed on the wall, an aquarium and three teleporters. (T spawn, Lan hall and CT spawn I believe).
My guess is Chris doesn't want that to be part of the beta though, maybe he needs to fix more stuff there or balance out the teleportation thing *hint* *hint*.
Other than that, nothing major. Only thing I noticed was that the wall between the stairs and T spawn is really thin (?), because if you spray your tag on it, it shows up on both sides haha.
One issue could be the balance of teams, seems to me that This would be a T dominated map. Cause all you have to do is jump out the window with a rifle and land in the lan hall where you have great cover. Then everything is on lockdown. Maybe adding another flanking entry point to the hall would balance this out, or making it impossible to get out of the windows in T spawn. Just a suggestion, but the map needs to be played by a bunch of ppl in a server to find actual gameplay problems.
Overall though, great map
...I'm sure Shadow can throw it on Server #3 for a while so we can test it out on a real server.
#171
Posted 01 November 2006 - 04:06 PM
yeah that would be nice... and i never thought of doing no clip :\Nova and Rogue:
sv_cheats 1
noclip
Once you put that into console you can go past the invisible wall. The passage to the left leads to a secret elevator which leads to a secret room with credits sprayed on the wall, an aquarium and three teleporters. (T spawn, Lan hall and CT spawn I believe).
My guess is Chris doesn't want that to be part of the beta though, maybe he needs to fix more stuff there or balance out the teleportation thing *hint* *hint*.
Other than that, nothing major. Only thing I noticed was that the wall between the stairs and T spawn is really thin (?), because if you spray your tag on it, it shows up on both sides haha.
One issue could be the balance of teams, seems to me that This would be a T dominated map. Cause all you have to do is jump out the window with a rifle and land in the lan hall where you have great cover. Then everything is on lockdown. Maybe adding another flanking entry point to the hall would balance this out, or making it impossible to get out of the windows in T spawn. Just a suggestion, but the map needs to be played by a bunch of ppl in a server to find actual gameplay problems.
Overall though, great map
...I'm sure Shadow can throw it on Server #3 for a while so we can test it out on a real server.
#172
Posted 01 November 2006 - 04:34 PM
Also, yeah, the map seems T dominated at first, but the CTs can go up the stairs in the basement to the bar, then go up the stairs to Shadow's Office and flank the Ts.
Another thing, the door outside is by Registration and under the AWP/Flashbangs.
Shadow's office will probably be slightly redesigned with a whiteboard and meeting table.
Thanks for the feedback guys, I'll be sure to fix the bugs and in the final release include a map overview for the radar as well as text for below the radar.
EDIT: Oh, and btw, try nocliping all the way to the end of the tunnel or inside the blue dumpster in CT Spawn :)
Edited by Chris82, 01 November 2006 - 04:41 PM.
#173
Posted 01 November 2006 - 08:01 PM
#174
Posted 20 December 2006 - 11:00 PM
#175
Posted 21 December 2006 - 06:56 AM
BTW guys the Gun Game version of this map is almost done, just gotta add a few lights and we're ready for a beta.
Edited by Chris82, 21 December 2006 - 06:57 AM.
#176
Posted 21 December 2006 - 08:37 AM
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