Mapping Stuff Fixed For Ns 3.0?
Andos
Join Date: 2003-10-17 Member: 21742Members
<div class="IPBDescription">A post to clear things up.</div> I know some stuff have been fixed for us mappers.
Here is what i know:
Skulks can climb on clip brushes.
Nothing more really.
Does anyone know more stuff that has been changed that we have to notice?
Does func_breakable now respawn at round start?
Does the engine now reset more entities than it did before?
Here is what i know:
Skulks can climb on clip brushes.
Nothing more really.
Does anyone know more stuff that has been changed that we have to notice?
Does func_breakable now respawn at round start?
Does the engine now reset more entities than it did before?
Comments
It's been out for a while and is available on the <a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>mapping guidelines</a>, if i remember correctly.
As for maping changes, there's only really one significant point, the ability to place structures, built and unbuilt. This can lead to small objectives being placed in the map, for example, weld a door to reveal an armoury near a critical choke point or hive, and other such things, basically whatever you feel like, as a mapper.
Do remember, however, to make sure you check the "Start Built" flag on your CC, otherwise the marines are screwed from the start. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
*EDIT: <a href='http://www.natural-selection.org/ns-fgd.zip' target='_blank'>Direct link to the .fgd.</a>
Nope, the beta builds of NS 3.0 are made so you can't start your own servers, or even use the "map co_mymap" console commands. It's a bit annoying, unless your map is 3.0 official, you can barely test it at all.
Yeah I saw you mention it in another reply <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> gg.