foibos • PM |
Jun 21, 2009 5:42 AM
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Foibos
![]() Posts: 551 |
Crusha's edit of classic CBP2-Mirage map has been added to maplist, but I'm still not sure if to keep it. What's you opinion? Vote.
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Last edited by: foibos Jun 21, 2009 5:51 AM
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huntdown • PM |
Jun 21, 2009 6:11 AM
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HuntDown
![]() Posts: 247 |
what is the difference?
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crusha_k_rool • PM |
Jun 21, 2009 10:26 AM
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[GSPB]Crusha
![]() Posts: 926 |
huntdown wrote: Changelog from original: -Size increased by 1.25 -Improvements on the glass at the tank node, so that you can see deco and particles through it -Better defense for hill-nodes due to increased size of boxes. Same goes for powercore-walls. -Performance improvements due to following things: More and bigger anti-portals (also fixed some bugs with them); bigger map-size, because objects are more distant and so are more likely to be occluded in the fog now (also made the performance more individual set, as the fog-distance in the settings-menu now affects the fog in the map); decreased spacing-size of the terrain, so more terrain than before may be occluded behind one anti-portal; zone-portals for the tunnels at the center (they also got EAX sound-effects); removed some of the dust-effects on the hill, because that was a true performance-killer -Rebuild collision at the base by hand, as vehicles would levitate over the ground there; also improved collsion of the antennas at node in Foibos screenshot -Added jumppads from base over the canyons to get to hill and dam-node easily -Improvements on jumppads: they are assisted now by a lower gravitation in that area to achieve the necessary width of the jump and to land without getting hurt; jumppads also now all have the jumpplate-grid emitter, that was missing before -Some adjustments to the weaponlockers at base; also added airstrike on the left base-tower (a jumppad there leads to many good places where you can use it) -Balanced the amount of vehicles, to prevent the loosing team from pure ownage, meaning that there is only one node on each side, that featrues a tank-spawn, the other 2 tanks and the Paladin are at the base; added more Scorpions and Mantas to base, to have a chance to strike back -Optical improvements such as material-types and terrain(layer)-improvements. Plans for the next version until now: -Make the watertip at the damn more realistic (in any case with sound when going into it, but maybe i'll also replace the StaticMesh with a ProcMesh) -Correcting the position of the water-emitter at the dam. Post more improvement-suggestions in this thread. ![]() |
huntdown • PM |
Jun 21, 2009 10:38 AM
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HuntDown
![]() Posts: 247 |
hmm. it seems that the new map will be more fun. although i dont care about many changes, increasing the manta number is a good thing.
![]() make sure that all the weaponlockers have the shockrifle ![]() |
elect • PM |
Jun 22, 2009 5:49 PM
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elect
![]() Posts: 66 |
Plz, lets make a donation to crusha to prey him to stop spamming this map B-)
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Closed Account |
Jul 01, 2009 12:02 PM
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Non-member
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I noticed the stunt vehicles mod doesn't work for me on this map. Would come in handy climbing those hills.
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crusha_k_rool • PM |
Jul 11, 2009 9:03 AM
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[GSPB]Crusha
![]() Posts: 926 |
hekamephi wrote: They don't work because the great Wormbo made a script for me to destroy that mutator right when the map starts. ![]() I thought climbing up the hills with a Hellbender and camp with the laserturrets could be stopped this way. Now I am considering to remove that blockade again, when I'll add more vehicles. In any case I want to add the Badgers (the good looking ones) and maybe Raptors. There is much that can be done on this map, but it's not easy stuff. ![]() |