Page 2 of 3

Posted: Tue Oct 07, 2003 2:09 pm
by Jack Ruby
This map is for AA so it couldnt make it onto Ahz, though it would be a simple thing to adapt it to a TOW map, which in fact now I think about it is a great idea, it could be perfectly suited to that style of play.

I will keep you posted, it wouldnt harm to have a couple of version out there would it ? An AA Obj and a SH TOW.

Posted: Tue Oct 07, 2003 7:55 pm
by Elfastball7
The screenies don't show.

Posted: Tue Oct 07, 2003 9:02 pm
by nuggets
there is a seperate link for the s/shots,

CLICK HERE

Posted: Tue Oct 07, 2003 9:40 pm
by SlasherZ
looks sweet!

Posted: Thu Oct 09, 2003 2:59 pm
by Hunter
nice map

Posted: Sat Oct 18, 2003 5:15 pm
by Jack Ruby
Nuggets, Wacko. Its been driving me a little crazy, the portals just didnt want to work, its been bugging me for a couple of days, then I realised that whole buildings had been made detail, which really messed things up :)

I have converted the whole map back to structural, compiling now to see if the portals will finally work, once I got them working I will start to make details detail again, so its taking longer than expected but we should be cool in a few days :)

Just thought I would keep you posted.

Posted: Sun Oct 19, 2003 1:10 am
by nuggets
cheers 4 the update...
though i've had some bad news too, the koth scipt isn't working and needs time to be looked a, which unfortuantely at the moment i don't have

so there's rush at the moment, unless you complete it really soon and want to tackle the koth problem too :P

Posted: Sun Oct 26, 2003 9:11 pm
by Jack Ruby
I have about 40 or more leafgroups to link up so as you can tell this may take some time :(

Will keep you informed.

Posted: Fri Oct 31, 2003 9:18 pm
by smartaiguy
can't wait!!

Posted: Sat Nov 01, 2003 7:59 am
by jv_map
nuggets wrote:JV, one for you aswell, i'm thinking about putting your bots in, haven't read any of ur bot's scripts but i'm sure u've made it easy to understand, just thought i'd get permission 1st :D (and does it support KOTH, assassination, and document_theft missions?
Sorry for the late response :oops: :oops: but yes feel free to use my bots :D

Posted: Sat Nov 08, 2003 1:30 pm
by nuggets
sorry for the inevitable delay, but we're still having problems

compile done, but fps still too low, reached 6 in the centre of town :(

and also the hotel roof is still accessible, from the warehouse closest the beach, leaving from one of the top windows and the climbing up the roof :?

Posted: Sat Nov 08, 2003 10:55 pm
by wacko
nuggets wrote:...and also the hotel roof is still accessible, from the warehouse closest the beach, leaving from one of the top windows and the climbing up the roof :?
this one is probably for me :wink:
but it's not a big deal, i could/will reconstruct the warehouse roof...

6 fps? :shock: typo or disaster?

i'm still waiting for further commands :wink: there are lots of things I'd have to do in this map, but with 6 fps, i'll wait until i can see what can/has to be done.

Posted: Sun Nov 09, 2003 2:57 am
by nuggets
the latest .map is the one i received from Si, but i'll despatch the .bsp's anyway, we may still need to hit this on the head :( the 6 wasn't a typo

sending .bsp's 1st thing 2moro morning, too many late nights working Image

Need any help?

Posted: Sun Nov 09, 2003 4:18 am
by tltrude
Need any help making things blow up, move, or rotate? Want to add special doors, flying debris, planes, or boats? Gees, I am really bored!!!

Posted: Sun Nov 09, 2003 3:14 pm
by nuggets
lol, thanks for the offer, but we already have things blowing up moving and rotating, special doors aren't needed, same with flying debris unless...

we get planes in the map, and having boats was a previous idea Wacko had, but as far as this map is going, until the fps go up, we may be deleting a coastline or two :(

will bear it in mind though :D