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The most fun you could have on a map since bash only

Posted: Tue Apr 11, 2006 10:16 pm
by *GCC*Nigel
My map is one large rotating circle, then 8 smaller circles around the outside rotating in alternating directions. Each circle has obstacles and such to hide behind, but because EVERYTHING is rotating, cover is scarecly availiable from all directions. The main disc is lower than the outside ones by enough to allow a player to walk comfortably underneath them with complications as they try to jump.

The entire contraption is in a large column with sky over the top. The center is a slower moving disc with no cover whatsoever. If you fall onto the large disc, there are ramps/stairs/blocks that can be used to get back onto the upperdiscs.

The orginal idea was tilted with the smaller circles remaining level, but it got confusing in the scripting and I just changed it back to normal, FLAT.

It is an MP CTF map that RAN on the GCC server in Spearhead once where it worked, but averaged a 11 fps on most computers, even mine which is a beast, it only got 32...

No pictures unfortunately... If you have any ideas to cause less lag... post them.

Posted: Tue Apr 11, 2006 10:42 pm
by hogleg
Try using caulk and vis.
How about a screenie I'd like to see that

Posted: Tue Apr 11, 2006 11:35 pm
by lizardkid
that is a seriously cool idea, the perfect anti-camper and anti-rusher.

however, spawn points have me worried, what if someone spawns in the middle of a block?

Posted: Wed Apr 12, 2006 1:33 am
by *GCC*Nigel
Ha ha ha ... spawn points...

I tested the spawn points for 2 and a half hour before a block touches any of the spawns. Hopefully you won't be stuck on it THAT long... The map takes a long time to compile, since it never worked, I left it as a .map file. I'll compile it overnight.

I just figured out what caulk is, and that won't do much... (caulking sky box and bottom of boxes, tops and bottoms of colums holding up mini-discs...), but what's Vis? like fog or something????

Posted: Wed Apr 12, 2006 12:39 pm
by lizardkid
Vis is... oh boy.

well it wont matter much if you can see every point of the map form any otherpoint at most any time in the game.

caulk makes a huge difference, but it depends on the complexity of your disks. if you've got any complex or even semi-complex shapes on it it might be worth caulking.

or if you just have a lot of brushes.

how fast do the disks go? really slowly or fairly fast paced, enough to change cover every 10 seconds or so?

Posted: Wed Apr 12, 2006 5:01 pm
by Mj
take some static models out!

that is the main cause of lag i get... oh and coronas, but i dont suppose you use many of them...

if you havent got many statci models... well... maybe the script needs refining?

Posted: Wed Apr 12, 2006 11:29 pm
by *GCC*Nigel
The ONLY excess in the script is scoreboard text. I'm positive about that. Everything is caulked and everything that can be is detail.

Posted: Sun Apr 30, 2006 1:44 pm
by snipester
well good luck do you know when this might be avaialable?


<knows he spelled that wrong!