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Everything posted by |Warden
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Okay, it' s time to report the current situation: @Dmxj and @Ctrz It is possible to move/replace every part of a map. I mean the spawners, constructible stuff, cp, doors etc. (just like Minecraft or Lego). So everything is possible I moved the axis spawners from cp into the building and it works fine. I followed the same method with constructible barrier... works fine. However it is really hard to set textures and models back since I have to convert the map twice... yes TWICE. The (mapname).pk3 file contains a (mapname).bsp file: this is the map that can be loaded only in game. The .bsp file is a converted .map file. Map file can be loaded in map editor software, but can't be loaded in game. When I convert .bsp into .map file, a lot of details change or get lost. Recovery takes a lot of time, since Battery is a large, terrain map. The author of the edited version didn't place the .map file in the .pk3 file in 2008. That means I mustn't edit his/her map without permissions. (Yeah converting is quite illegal and disrespectful, if the map will be used on a server. Adding glass roof/editing the original version of the basic maps is allowed ofc.). So these are the options: - keep this version of the map or replace with an other one - modify the standard map (it doesn't take a lot of time, and you can suggest your ideas). The decision is up to you, but note that: you'll never find a map wich is good/acceptable for every player
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Please wait a bit. I've got some news. But I'm quite busy with scripts at the moment
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@Dmxj Yes, of course. I have to move the axis spawners only. There could be 32 or 16. I'll change and upload (here) the map tonight Edit: Is it acceptable, or you would like to place the spawners next to the door? In my personal opinion this system is quite fair, because respawned axis can't block allies in the back door, but they can catch them in the tunnels and they can defend the generator.
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Yes indeed. This is the other "5 minutes solution" for this problem. Since I am mapmaker I prefer map editing, because I find this way easier, than writing additional scripts (I mean non prefab and obj scripts). We used to add visible buildings (where player spawners can be placed) and it was really effective against sk. This solution is pretty insane if you grab your keyboard to start scripting If you would like to have partial glass roof on some spawn areas (because defending players would like to set mortar or call support fire after respawn) you need to place the spawners into the protected area and mark the borders of the glass roof, wich requires more lines in script file.
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Since there are a lot of players on ETL2, it is pretty hard to avoid "sausage party" (20 players are fighting in one location of a bigger or smaller map). And I know I am not a very active visitor of this server yet, but I recommend large (and maybe medium) maps like Castle attack, Capuzzo or Streets of IItaly, different MLB maps etc. These maps are great, because attacking and defending teams are able to move between locations.
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Warning depends on the situation. I just wanted to say that preventing is always a better way Now look at the pics and feel free to share your opinions/questions/suggestions about them. The map details, marked with "???" are optional. @Ctrz, ET and the compatible map editor softwares are 17 years old. If you started a new hobby -like map editing- you would surely realize that everything is possible, when it comes to map building
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Yes of course. But I am sure you would choose the easier way if it is possible
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Okay @Ctrz, I will edit and upload these maps. It will be available for everybody. Admins can use these files if they want. Shooting through the glass roof is impossible, even you are under the protected area...+1 disadvantage. However, I can "fix" this problem in two easy steps: - Editing the command map (the map that you can expand with G button, or you can check it in limbo menu or compass) is pretty easy. Players would be able to see the borders of the glass roof and protected spawn area. - I can cut and mark some small spots in the glass roof, so axis and allies would be able to shoot through the brush. You may ask: what about the protection in this case... well I can simply move the spawners into the protected area. OR: there is another type of glass roofs, wich blocks every shot, but players are able to move, even they are in the middle of this brush. So spawners would be placed in the middle of a giant glass cube.
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Well, the second trigger (with push+print) can be edited. If you think a simple message would force a player to leave the spawn, I would disconnect and remove the push target. If you watch the first video you can see that the target push pushed me further, than my original position, because the value of pushing speed is 1000 (very strong!). I can set it to 100-200 and players wouldn't fly around like a headless chicken... The decision is up to you About locations... It can be difficult to decide the place of these brushes, but my recommendation is this: - defending team: the last spawnpoint executed during the game - attacker team: the first spawnpoint executed during startup - exceptions: secondary spawnpoint(s), CP and flag(s) If you would like to test these things just let me know and I will make a test map for you, that you can try on your localhost. Or you can test it after entering /devmap [mapname] in console. It would be much easier for you to pick the best value of pushing speed and other special settings. I could build this test map in 5-10 minutes for you.
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Hello Guys, Some of you mentioned that spawnkilling should be "disabled" on some maps. I said, I can simply edit the sensitive parts of the maps in a few minutes. Maybe spawnkilling is not a very-very common problem, but in my personal opinion preventing the spawnpoints could save us from warnings and using commands. I had to warn 2 players today, but they stoped spawnkilling. The question is: do we really need these warnings or we can let it go and enjoy the game? The following pictures (in connection with the videos on Vimeo sk_fix1_fixed//: sk_fix2_fixed) will show you 2 new extensions. These new parts are effective against: spawnkilling (and off course walljumping). I already know some spawnkill sensitive maps on TM servers, but I ask (especially admins and FTP owners): Would you like to take part in this "action" and suggest map names with locations? If not, then you can just leave this topic forever, If yes, then you will get the edited maps. The difference between the edited and the original one is pretty small: it won't affect the downloading and it won't destroy the clean gameplay. Post here your ideas and/or decision about the topic. Take care and see you in game
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@Cycki z Polski In my opinion, personality is more important, than in-game skills and you are great Good luck, have fun and see you on servers.
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Yes, Oliveira got the point. This guy is just simply immatured, but he keeps using bad manners, after some of the players asked him to stop it. We usually call a vote and mute him for a while. I have the chance to react, so I will close the kindergarten, before it develops to a bigger problem. @Eagle_cz Thank you for your tips, I will keep my eyes opened next time Edit: I have just finished my conversation with bobolo. Since I prefer peace instead war, I let him know the situation. As you can see the 1st pic, he is a bit "different" when it comes to thinking about meaning of words. The 2nd one is a bit more interesting; I am really curious about it. He may understood me after the 100th time.
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Oh, thank you Guys! I have just made my application. See you in-game :)