TrueCombat
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obj_garden, obj_jackalsnest and obj_jackalsnest_re FINAL
http://www.truecombatelite.com/forums/viewtopic.php?f=8&t=2043
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Author:  KrazyDancerRambo [ Sat Feb 13, 2010 5:40 pm ]
Post subject:  obj_garden, obj_jackalsnest and obj_jackalsnest_re FINAL

Ive finished all my maps. None of them are under name of beta.
Final versions can be found in TCE 3rd Party Map Depot and this site below:

http://www.vtvstudio.net/truecombatelite/mapstorage.php

( yes i have made other changes too besides changing the names to v1 )
:D So if anyone needs them, please use these latest versions.

EDIT: Jackal'sNest and Jackal'sNest RE had a bug which allowed people to gain unwanted advantage in a certain area. This should be now fixed in version 2.

EDIT 2: I realized that I have been blocking Internet Explorer users on my mapstorage page which was not intended. Sorry :lol:

Author:  simons [ Sat Feb 13, 2010 8:01 pm ]
Post subject: 

Good news Rambo! :) I hope that Garden is now optimized, so there will be no fps drop, like it was with the beta version. GJ! :)

Author:  KrazyDancerRambo [ Sat Feb 13, 2010 8:14 pm ]
Post subject: 

simons wrote:
Good news Rambo! :) I hope that Garden is now optimized, so there will be no fps drop, like it was with the beta version. GJ! :)

Unfortunately garden is most untouched of those. ( It is a total mess :D which I really do not like to work with anymore )
I have never had dramatic fps drops on it so I'm not sure is it better now when it comes to that.

Author:  simons [ Sat Feb 13, 2010 8:37 pm ]
Post subject: 

Well, we have played Garden (beta 2) on AK-47.PL BC server, there was sensible fps drop when there was more than 20 players - mostly in front of Spec Ops spawn place. But I know that it's hard to deal with hint+skip optimization, when map have so many opened area. We'll check it soon :-)

Author:  KrazyDancerRambo [ Sat Feb 13, 2010 8:50 pm ]
Post subject: 

simons wrote:
Well, we have played Garden (beta 2) on AK-47.PL BC server, there was sensible fps drop when there was more than 20 players - mostly in front of Spec Ops spawn place. But I know that it's hard to deal with hint+skip optimization, when map have so many opened area. We'll check it soon :-)


Don't bother. :D With 20 players it is total chaos anyway. And like you said it is very hard to optimize that particular map because it is so open.

Author:  simons [ Sat Feb 13, 2010 9:00 pm ]
Post subject: 

KrazyDancerRambo wrote:
Don't bother. :D With 20 players it is total chaos anyway.

No way - I'd love to play it on the full server :D It was beautiful when you throw a nade right after respawn and you almost always catch few players on the nade :-) Priceless :)

Author:  KrazyDancerRambo [ Sat Feb 13, 2010 9:05 pm ]
Post subject: 

simons wrote:
KrazyDancerRambo wrote:
Don't bother. :D With 20 players it is total chaos anyway.

No way - I'd love to play it on the full server :D It was beautiful when you throw a nade right after respawn and you almost always catch few players on the nade :-) Priceless :)


Well go ahead then but don't be disappointed if there is not much improvement with the fps. Any map lags a little when there is many players in a small area and they all are firing guns and throwing nades. :roll:

Author:  ED SOLO [ Sat Feb 13, 2010 9:26 pm ]
Post subject: 

Its great to see the map depot been used by great mappers :D

Your maps will be seen on the Community server over the next few weeks thanks :D

Author:  gonzo|Uncle Bionic [ Sun Feb 14, 2010 4:49 pm ]
Post subject: 

garden is one of my favorite maps of all time, the FPS drop isn't problem.

Author:  merlin1991 [ Mon Feb 15, 2010 2:18 pm ]
Post subject: 

gonzo|Uncle Bionic wrote:
garden is one of my favorite maps of all time, the FPS drop isn't problem.

10-4 :D

but a small changelog of whst you changed on the map(s) would be nice :wink:

Author:  ED SOLO [ Wed Feb 17, 2010 1:48 am ]
Post subject: 

Hi Rambo

We played nest daytime version.

1st impressions are looks awsome but is way too big for a tce map, lots of rooms leading nowhere.

And you got make the crane climbable even if its to just the middle height, coz having a landmark like that is just a tease :oops:

Great mapping Skilz :D

Author:  KrazyDancerRambo [ Wed Feb 17, 2010 5:19 pm ]
Post subject: 

ED SOLO wrote:
Hi Rambo

We played nest daytime version.

1st impressions are looks awsome but is way too big for a tce map, lots of rooms leading nowhere.

And you got make the crane climbable even if its to just the middle height, coz having a landmark like that is just a tease :oops:

Great mapping Skilz :D


Cmon it takes only 35 seconds to rush opponent's spawn.
:lol: who am i kidding. I admit that it is too big for enjoyable gaming experience in TCE. It is the same feedback i got when it was first released in 2008.

That warehouse near the crane is for ROBJ ( which no1 ever plays )
It is completely useless in other game types.

Making the crane climbable would not save the map :D . In order to make it playable I should make it smaller which i already have done. I think it is better to leave this larger one as it is. ( hey you can always play hide'n'seek :P on it )

Well it would not be too big if we had always 18 players on each side.
Unfortunately such thing is almost impossible in TCE. I should have considered that when I started working on that map 3 years ago.

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