Hornet, in case you're interested I made up an alternate Radarmap image with less space wasted:
http://www.wailofsuicide.com/projects/RadarMap.dds
Should work if you just delete the old one and import this one into myLevel. I saved this as DXT5, but if you need a specific setting (haven't bothered checking) for a radar map I've got the PSD ready and can upload it again in whatever exact format you need easily.
ONS-ColdSteel
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-- Well nice Wails! allow me to steal this one! :) :albino:
We still have 38 vehicles to go around. Core to core were only 12 mississippies away in a raptor, dawn is about 11. I rather have jump pads so i can remove some vehicle count.
DD put at base, old deemer spawns are now TPs. Added some cover around the core.
DD put at base, old deemer spawns are now TPs. Added some cover around the core.
Well, since i see nothing visibly wrong lets release it for RC1. Unless there are glaring problems (map holes and such) id like to leave it running for abit (two weeks doesn't sound unreasonable) to get opinions.
Toxic can you specify a node setup with out having to take down the server. Its already one of the node setups in the map.
Toxic can you specify a node setup with out having to take down the server. Its already one of the node setups in the map.
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This is now on the server.
Rich (TW)
Rich (TW)
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- Well nice work Mike .. I played this and was a nice smoth game with really no isues that I could notice , but fun most of it -
I was looking at utstats, and sometimes the map goes on for <6 minutes, but last time i played it lasted ~45. Either we had much better teams, or people are actually looking at the nodes and playing strategically.
Urtho i do agree to some of your suggestions that you posted earlier. However i wanted to see some of the issues with game play before i committed to moving objects around. I think the tank node is a bit too defended.
Urtho i do agree to some of your suggestions that you posted earlier. However i wanted to see some of the issues with game play before i committed to moving objects around. I think the tank node is a bit too defended.
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Hornet,
I noticed a strange transparent 'wall' appear while in spec mode. I also saw it out of the corner of my eye while playing, but it wasn't as noticable. There are 4 images in the zip file and the radar map lets you see where I was and which way I was looking. Basically I was coming from the left-hand target painter towards the center section.
The first three are from the same area but at different angles to show how persistent it was. The fourth was taken from the other side of the 'anomoly'. Here's the zip file:
http://www.boscorama.com/images/ut2k4/coldsteeel.zip
Snaggle.
I noticed a strange transparent 'wall' appear while in spec mode. I also saw it out of the corner of my eye while playing, but it wasn't as noticable. There are 4 images in the zip file and the radar map lets you see where I was and which way I was looking. Basically I was coming from the left-hand target painter towards the center section.
The first three are from the same area but at different angles to show how persistent it was. The fourth was taken from the other side of the 'anomoly'. Here's the zip file:
http://www.boscorama.com/images/ut2k4/coldsteeel.zip
Snaggle.