angelous wrote: »
The Combat one that we played, seems a bit hard sometimes to go through the long corridors, where marines have the advantage (and with then shotgun+jp camping on the vents, it becomes harder to hit them!), but I do love the middle room's design.
Howser wrote: »
I'm not expert on this but talking to oblivious we recalled a few rules you need to follow when publishing successfully.
*All lower case characters in your filenames
*place the overview in your maps folder
*Run builder at least once
*??? Delete the setup.xml (not sure which .xml this is or where its located)?!
* To republish to the same id you have to use the mod tut hex method
*Make sure you have some entry in the description section
*Make an empty folder with the same name as the mod for your output folder.
Not sure these are even correct but maybe some people could clarify the method behind a successful map publish. Or at least confirm a few of the suggestions we heard are actually required.
All mods have been removed from the server and prevent cluttering it up in the future please test the map before you publish!
Oh, co_angst sounds like fun, looking forward to see how it's turning out. Are you aiming for a "port" or more of an "reimagination"?If the playtest is at a somewhat good time for us EU players, give me a heads-up and I'll drop by.
I'm really excited to re-imagine the Bridge area, it should look very cool and space-ship-y with the Descent Shuttlebay tileset.
What is it with the constant kicks from the server? new map load after every game, even if it's the same map? I'm seeing even new error messages ("invalid data").
Is the latest patch somehow incompatible with the server configuration? What's going on?
I'm not blaming anyone (except workshop, of course), just wondering. How are mods supposed to be successful with this kind of flawed functionality?
ggs everyone who was there
uplift is a neat map