And another one - ATAK

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wacko
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And another one - ATAK

Post by wacko »

Hello again to everybody :)

Still alive I am and here's a little WiP I'd like to get some comments.

As usual, it's a rather small FFA map for AA. Well I guess u better take a look yourself, and if you're kind, you tell me what you think. 8-)
Here's the pk3 incl map (2.9MB)


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Post by ViPER »

I will check it out - but i don't even need to see screenshots to know maps by Wacko = excellence = fun. We love all your little treasures at TWL.

Thanks Wacko
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Post by ViPER »

Awesome map Wacko - Is the star suppose to hide under some of the roof tops? If not i would suggest star_z = 750

cool idea. :D
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wacko
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Post by wacko »

Viper wrote:Awesome map Wacko - Is the star suppose to hide under some of the roof tops? If not i would suggest star_z = 750
darn, a typo. it was supposed to be 840 instead of 480 :P I already wondered why it does look standing so low :lol:
thanks m8!

ps: online version is updated :wink:
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Post by jv_map »

That looks like a very good dm map :)

Great work :)
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Post by PKM »

great map wacko. atmosphere/lighting is beautiful. structure is great. play area wonderful. including the .map file was a great idea, this is a perfect map to study if you're new or even experienced in mapping for all the above .
i'm not f****** angry, i'm from philadelphia .
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Post by wacko »

thank you for all your friendly words :D

(although I was hoping to get info on how to improve it :wink: )

What about fps? I test on AMD4800+/2GB/GForce7900, so it's hard for MOH to get into trouble in any case.
That little stars (1 per player) seem to have quite an impact; maybe they should be dropped, if their benefit in gameplay wasn't that big :?

Already changed some bits:
- the skylights got windows
- (tried to) fix some of the lighting bugs in the staircases
- rebuilt the bridge

I will playtest it tonight and pretty soon, u will either see a official release or find it in the recycling bin (rather both :wink:)

cu wacko
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Post by Imagination »

Looks great congrats, shame I cant play it or map at the moment...might be vista or dodgy copy of moh :roll:
Once again looks good to me.

Seere/Imagination.
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Post by ViPER »

Wacko - i like the star idea - maybe a cvar switch so it can be turned off if theres more than a few people. Or tuned on when there is just a few. either way would be good.


Seere why do you keep changing your name? lol
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wacko
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Post by wacko »

Viper wrote:Wacko - i like the star idea - maybe a cvar switch so it can be turned off if theres more than a few people. Or tuned on when there is just a few. either way would be good.
Ya, that will be the best solution.

That playtest tonite uncovered the fact that these stars didn't work at all. Probably because I "finetuned" the script in the afternoon, but maybe it never worked at all without another pk3 in main (dm_sub).

Anyway, I uploaded a new version where there ought to be no problems. Sorry for this inconvenience, but that's what wip maps are for, aren't they :oops:

On the other hand, this map is so small that u won't dare to look up into the sky searchin for little stars - loads of bullets will find YOU if u did :lol:
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Post by ViPER »

I saw stars just fine - but i have dm_subs pk3 hehe.
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Post by wacko »

the very best tho would be to extract the stars-stuff into a seperate pk3: Handling would be easier and I could use it in any map 8-)
But there, I'd need to set the height individually.
So, my Qs are: Is the maps height identifiable via script? How would I start the script?
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Post by Kalti »

Me likes it :D
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Post by ViPER »

wacko wrote:So, my Qs are: Is the maps height identifiable via script? How would I start the script?
You would need to set each map individually, you could use a switch statement.
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Post by ViPER »

Is this still WIP?
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