I regret to say that Forgotten has been cut from the list. Shacky was just in touch with me, and hes too bogged down in exams and such to be able to complete the bugfixes. There was a pretty extensive list, some being simply subjective, but some being critical. Perhaps we will have enough maps for another pack in a few months.
The number of maps in the pack is currently at 10. Its a nice number, but Oasis is still uncertain.
<!--quoteo(post=1670137:date=Feb 11 2008, 08:40 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 11 2008, 08:40 PM) <a href="index.php?act=findpost&pid=1670137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Question to server admins:</b>
Is there anyone reading this thread who runs a server and is likely to host the maps included in this map-pack? I just wanna know where I'm going to be able to play these all once the pack's finished.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, CustomFactor will be hosting the maps (And a download link) CF is only for aus/nz ISPs however (Sorry)
Another update. With JazzX's help, we've fixed Hulk up as much as we can. The weldables have been turned down to a much more acceptable 7 seconds each, and the links to the buggy sound file have been removed. We've also tinkered with the minimap properties, so the minimap now fits the screen far better. I had to quickly redo the Hulk minimaps, but with the proper layered PS document from before, it was only about half the work.
Lol, k, its been quite awhile since i've literally dropped my jaw for a good few seconds straight against my will, but it just happened.
Sadly, not in a good way <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />.
Someone had directed me towards Mazion earlier in the thread, and yes, the screenshots look phenomenal. The map looks damn good in-game too. I was totally sold on it until i started through the usual checks to see if it was good to go.
...
So apparently this map has 470 runtime entities. What the ****. The limit is like 280 or so, isnt it? And i thought anything past 260 or so caused serious stability issues. FOUR HUNDRED AND SEVENTY!!
Yeah. No Mazion in the pack. A shame too, because its a gorgeous map. He just needs to cut down on the dozens of env_sprites in every room <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
As this isn't an official map map I would say throw official counts and requirements out the window. Our graphics processors and latest should be able to handle more even if it does stretch the engine.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
I think it also caused netlag, due to engine limitations, if you go over the magic boundry of 275. So it doesn't matter if you have a computer which can run stalker at full everything, if the server and goldSRC choke :/
Who cares? add it any way <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Another small update. JazzX tinkered with the maxX/Y commands on Rust, and the minimap is insanely larger now <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. It'll be far, far clearer once it's done. There is a small oddity, where the top right of the minimap covers a bit of the in-hud minimap for marines, but thats hardly an issue, imo (who cares about the small minimap when you're looking at the big one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />). I'll get started on fixing it up., and i'll post before/after screens.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1670440:date=Feb 14 2008, 05:53 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Feb 14 2008, 05:53 AM) <a href="index.php?act=findpost&pid=1670440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is progressing nicely. Keep up the phenomenal work!<!--QuoteEnd--></div><!--QuoteEEnd--> QTF
also didn't feel like posting so I quoted the next best thing close to what I had in mind.... wait a minute now I did post <img src="http://www.unknownworlds.com/forums/style_images/1/folder_post_icons/icon5.gif" border="0" class="linked-image" />
Just a heads up. Still waiting on the new version of Titan, and then its pretty much just the Rust minimap that needs to be fixed up. I've been spending a lot of time lately working on my portfolio site, as well as renovating my old CS:S maps. I can't believe how well de_cover turned out <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I've decided to split the pack into two. The list:
Pack 1:
enceladus hulk rampage rust achio
Pack 2:
nexus titan saturn source
More details on each map are in the first post of this thread. Pack 1 is basically ready to go and just needs to be zipped together. Pack 2 is pending updates on all of its maps, bar Source, which was kept back to fill out pack 2.
Expect a release of Map Pack 1 shortly. Each map is crash-proof (if there were issues beforehand), with full minimaps and a naming convention to differentiate them from any previous versions people might have.
<!--quoteo(post=1671235:date=Feb 23 2008, 01:42 AM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Feb 23 2008, 01:42 AM) <a href="index.php?act=findpost&pid=1671235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->_mp I figure its short and makes the point.<!--QuoteEnd--></div><!--QuoteEEnd-->But there are going to be 2 packs released within a short space of time. Are you gonna call them _mp and _mp2? _mp1 and _mp2? _mp1a and _mp1b?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited February 2008
So you don't intend to include possible updates to the maps? I mean if there is a problem with a map, which you haven't found or because of NS3.3, then you're basically screwed with no version numbers aren't ya? If you only update the map pack version and not the map files, then you're going to lose control over the maps on servers... Ergo: not knowing what versions a server is running and as a result, booting people because of file consistancy that have an older version of the map in question...
<!--quoteo(post=1671288:date=Feb 24 2008, 06:34 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Feb 24 2008, 06:34 AM) <a href="index.php?act=findpost&pid=1671288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So you don't intend to include possible updates to the maps? I mean if there is a problem with a map, which you haven't found or because of NS3.3, then you're basically screwed with no version numbers aren't ya? If you only update the map pack version and not the map files, then you're going to lose control over the maps on servers... Ergo: not knowing what versions a server is running and as a result, booting people because of file consistancy that have an older version of the map in question...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1671288:date=Feb 23 2008, 02:34 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Feb 23 2008, 02:34 PM) <a href="index.php?act=findpost&pid=1671288"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So you don't intend to include possible updates to the maps? I mean if there is a problem with a map, which you haven't found or because of NS3.3, then you're basically screwed with no version numbers aren't ya? If you only update the map pack version and not the map files, then you're going to lose control over the maps on servers... Ergo: not knowing what versions a server is running and as a result, booting people because of file consistancy that have an older version of the map in question...<!--QuoteEnd--></div><!--QuoteEEnd--> If a second release is done, then couldn't re-released maps still be distributed as _mp1 to signify a version change? I think the running assumption is that mulitple releases won't be required, but even if they are, having the initial release be _mp wouldn't really hamper that.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Well my points still stands in general, but I did pull the trigger to fast <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
Lol, JazzX beat me to it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Yeah, i doubt we'll be needing any more versions of these maps. The only maps that still have active mappers working on them are Nexus and Titan. I'd hope that Saturn would have one as well but Sike can't be found.
But anyways, yeah, if for whatever reason one of these maps needs/gets a new version, the mapper could simply make a new ending to the name. I doubt there'll be another map pack, so even _mp1 will likely never see the day.
E.g., if for whatever reason i release another version of Nexus after this map pack, i could just name it ns_nexus_v3.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited February 2008
<!--quoteo(post=1671325:date=Feb 24 2008, 02:09 AM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Feb 24 2008, 02:09 AM) <a href="index.php?act=findpost&pid=1671325"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only maps that still have active mappers working on them are Nexus and Titan. I'd hope that Saturn would have one as well but Sike can't be found.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey last I checked I'm still breathing! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Also I do have a beta 6 map file on my hard drive, which could be compiled at the touch of a button, but it only has 2 minor aesthetic fixes:
- 2 wrongly angled spotlights in a hallway near the port material displacement core - 2 null textured faces in the RR near the dropship, found by Skyforger2
But yeah, is that really a reason to compile a completely new version? If ya want it I could compile it tomorrow evening when I get back and call it b5b extending the filename even more: ns_achio_v2b5b <img src="http://members.home.nl/m.borgman/ns-forum/smileys/wtf.gif" border="0" class="linked-image" />
Lol, its been a few months things you did anything to Achio. I assumed you were 'done' with it, kindof like how someone might have considered me with Nexus. And i basically was done with it with B2, but with the option of a new version being bundled with the pack, i decided i'd revisit some of the old revision ideas. Since you responded to this thread without any mention of a new version, i simply assumed you were happy with v2b5 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
If you want to compile the new version, why not. Let it compile while you're sleeping. Might as well polish things off as much as we can before release <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Since Achio is part of Pack 1, try to have it ready for tomorrow. I'll try to release the pack tomorrow night.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Nah just go ahead and release beta 5, the mentioned "errors" are not causing any problems. And I seem to have misplaced my compile parameters for achio, even though I take such good care of the source files <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Yeah, been crazy busy with the portfolio site and all, but i'll make sure to release Pack 1 tomorrow. I already have admins hounding me for it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Comments
The number of maps in the pack is currently at 10. Its a nice number, but Oasis is still uncertain.
Ah, it is time again huh. Us mappers' archenemy has returned and claimed another one and nothing has been divised yet, to stop this menacing entity!
Is there anyone reading this thread who runs a server and is likely to host the maps included in this map-pack? I just wanna know where I'm going to be able to play these all once the pack's finished.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, CustomFactor will be hosting the maps (And a download link) CF is only for aus/nz ISPs however (Sorry)
Sadly, not in a good way <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />.
Someone had directed me towards Mazion earlier in the thread, and yes, the screenshots look phenomenal. The map looks damn good in-game too. I was totally sold on it until i started through the usual checks to see if it was good to go.
...
So apparently this map has 470 runtime entities. What the ****. The limit is like 280 or so, isnt it? And i thought anything past 260 or so caused serious stability issues. FOUR HUNDRED AND SEVENTY!!
Yeah. No Mazion in the pack. A shame too, because its a gorgeous map. He just needs to cut down on the dozens of env_sprites in every room <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
QTF
also didn't feel like posting so I quoted the next best thing close to what I had in mind.... wait a minute now I did post <img src="http://www.unknownworlds.com/forums/style_images/1/folder_post_icons/icon5.gif" border="0" class="linked-image" />
I've decided to split the pack into two. The list:
Pack 1:
enceladus
hulk
rampage
rust
achio
Pack 2:
nexus
titan
saturn
source
More details on each map are in the first post of this thread. Pack 1 is basically ready to go and just needs to be zipped together. Pack 2 is pending updates on all of its maps, bar Source, which was kept back to fill out pack 2.
Expect a release of Map Pack 1 shortly. Each map is crash-proof (if there were issues beforehand), with full minimaps and a naming convention to differentiate them from any previous versions people might have.
I figure its short and makes the point.
I figure its short and makes the point.<!--QuoteEnd--></div><!--QuoteEEnd-->But there are going to be 2 packs released within a short space of time. Are you gonna call them _mp and _mp2? _mp1 and _mp2? _mp1a and _mp1b?
<img src="http://i25.tinypic.com/mt31mt.png" border="0" class="linked-image" />
If a second release is done, then couldn't re-released maps still be distributed as _mp1 to signify a version change? I think the running assumption is that mulitple releases won't be required, but even if they are, having the initial release be _mp wouldn't really hamper that.
Yeah, i doubt we'll be needing any more versions of these maps. The only maps that still have active mappers working on them are Nexus and Titan. I'd hope that Saturn would have one as well but Sike can't be found.
But anyways, yeah, if for whatever reason one of these maps needs/gets a new version, the mapper could simply make a new ending to the name. I doubt there'll be another map pack, so even _mp1 will likely never see the day.
E.g., if for whatever reason i release another version of Nexus after this map pack, i could just name it ns_nexus_v3.
Hey last I checked I'm still breathing! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Also I do have a beta 6 map file on my hard drive, which could be compiled at the touch of a button, but it only has 2 minor aesthetic fixes:
- 2 wrongly angled spotlights in a hallway near the port material displacement core
- 2 null textured faces in the RR near the dropship, found by Skyforger2
But yeah, is that really a reason to compile a completely new version? If ya want it I could compile it tomorrow evening when I get back and call it b5b extending the filename even more: ns_achio_v2b5b <img src="http://members.home.nl/m.borgman/ns-forum/smileys/wtf.gif" border="0" class="linked-image" />
If you want to compile the new version, why not. Let it compile while you're sleeping. Might as well polish things off as much as we can before release <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Since Achio is part of Pack 1, try to have it ready for tomorrow. I'll try to release the pack tomorrow night.
You lie <img src="http://members.home.nl/m.borgman/ns-forum/smileys/dancing-banana.gif" border="0" class="linked-image" />
Yeah, been crazy busy with the portfolio site and all, but i'll make sure to release Pack 1 tomorrow. I already have admins hounding me for it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />