Download Map Aftermath

stefygraff

Private Tester
Aftermath has been updated, those who played it may not find anything related to the old map version. As planned i changed a lot.

Check out the latest Aftermath version:

>>>>>Download link here<<<<<

As i feel(from playing and smoothing) its almost finished. The bases are open and close together, hopefully that will bring more action to the games(if there will ever be any on this map).


Install:
After the latest update, the path to install the map is:
Legions Overdrive\live\legions\data\missions (either extract or drag and drop the 3 "Aftermath" files from the downloaded folder into the "missions" folder from your game)
(just give me a private message if you can't work it out)


Screenshots:

a3.jpg


a1.jpg


a2.jpg



Any feedback you give related to the map will be very appreciated!
 

stefygraff

Private Tester
sorry, my internet failed in the middle of the post... so ill edit the main post with the other ideas! :)
 

stefygraff

Private Tester
It reminds me of Nivosus, though the yellow terrain. Thats the only thing I don't like.


I need someone to relight the map so that the map will turn into the texture of moonshine or bladerun

There are still a lot of things to work on this map, i need help:(
 

PureWhoopAss

Legions Developer
when you relight the map it will become client side... meanin they would need to download it to see the effects.

I believe we are trying to work on a fix for this.
 

57thEnryu

Member
oh, i know the fix for that, I just need to find it again, damn it where is it?

*looks around* FOUND IT!!!!!

ok, first of all, your server.config file should look like this:
Code:
$Host::Admins::Name[0] = "Owner";
$Host::Admins::Level[0] = 5;
$Host::Admins::Password[0] = "unlocked";
 
$Host::Admins::Name[1] = "Admin";
$Host::Admins::Level[1] = 1;
$Host::Admins::Password[1] = "imspecial";
 
$Host::Mission["BladeRun"] = 0;
$Host::Mission["DesertMap01"] = 1;
$Host::Mission["Elegiac"] = 2;
$Host::Mission["Fallout"] = 3;
$Host::Mission["Forgotten"] = 4;
$Host::Mission["Gorge"] = 5;
$Host::Mission["GrassMap01"] = 6;
$Host::Mission["Mirage"] = 7;
$Host::Mission["Sleepwalker"] = 8;
$Host::Mission["SnowMap01"] = 9;
$Host::Mission["SnowMap02"] = 10;
$Host::Mission["Stygian"] = 11;
$Host::Mission["TheCore"] = 12;
$Host::Mission["After1"] = 13;
 
%MissionPath = "legions/data/missions/";
 
// A lot of these will be overrided by Server::create() in server.cs
// if the options are selected using the GUI page gameMenu.cs
$Host::Name = "A Dedicated Server";
$Host::GameType = "CTF";
$Host::MaxPlayers = 32;
$Host::MaxObservers = 10;
$Host::Type = "Multiplayer Web";
$Host::MinimumStartPlayers = 1;
$Host::BroadcastMaster = false;
 
$Host::Maps::MissionFile[0] = %MissionPath @ "BladeRun.mis";
$Host::Maps::Weight[0] = 1.0;
$Host::Maps::MinPlayers[0] = 0;
$Host::Maps::MaxPlayers[0] = 12;
 
$Host::Maps::MissionFile[1] = %MissionPath @ "DesertMap01.mis";
$Host::Maps::Weight[1] = 1.0;
$Host::Maps::MinPlayers[1] = 0;
$Host::Maps::MaxPlayers[1] = 12;
 
$Host::Maps::MissionFile[2] = %MissionPath @ "Elegiac.mis";
$Host::Maps::Weight[2] = 1.0;
$Host::Maps::MinPlayers[2] = 0;
$Host::Maps::MaxPlayers[2] = 12;
 
$Host::Maps::MissionFile[3] = %MissionPath @ "Fallout.mis";
$Host::Maps::Weight[3] = 1.0;
$Host::Maps::MinPlayers[3] = 0;
$Host::Maps::MaxPlayers[3] = 12;
 
$Host::Maps::MissionFile[4] = %MissionPath @ "Forgotten.mis";
$Host::Maps::Weight[4] = 1.0;
$Host::Maps::MinPlayers[4] = 0;
$Host::Maps::MaxPlayers[4] = 12;
 
$Host::Maps::MissionFile[5] = %MissionPath @ "Gorge.mis";
$Host::Maps::Weight[5] = 1.0;
$Host::Maps::MinPlayers[5] = 0;
$Host::Maps::MaxPlayers[5] = 12;
 
$Host::Maps::MissionFile[6] = %MissionPath @ "GrassMap01.mis";
$Host::Maps::Weight[6] = 1.0;
$Host::Maps::MinPlayers[6] = 0;
$Host::Maps::MaxPlayers[6] = 12;
 
$Host::Maps::MissionFile[7] = %MissionPath @ "Mirage.mis";
$Host::Maps::Weight[7] = 1.0;
$Host::Maps::MinPlayers[7] = 0;
$Host::Maps::MaxPlayers[7] = 12;
 
$Host::Maps::MissionFile[8] = %MissionPath @ "Sleepwalker.mis";
$Host::Maps::Weight[8] = 1.0;
$Host::Maps::MinPlayers[8] = 0;
$Host::Maps::MaxPlayers[8] = 12;
 
$Host::Maps::MissionFile[9] = %MissionPath @ "SnowMap01.mis";
$Host::Maps::Weight[9] = 1.0;
$Host::Maps::MinPlayers[9] = 0;
$Host::Maps::MaxPlayers[9] = 12;
 
$Host::Maps::MissionFile[10] = %MissionPath @ "SnowMap02.mis";
$Host::Maps::Weight[10] = 1.0;
$Host::Maps::MinPlayers[10] = 0;
$Host::Maps::MaxPlayers[10] = 12;
 
$Host::Maps::MissionFile[11] = %MissionPath @ "Stygian.mis";
$Host::Maps::Weight[11] = 1.0;
$Host::Maps::MinPlayers[11] = 0;
$Host::Maps::MaxPlayers[11] = 12;
 
$Host::Maps::MissionFile[12] = %MissionPath @ "TheCore.mis";
$Host::Maps::Weight[12] = 1.0;
$Host::Maps::MinPlayers[12] = 0;
$Host::Maps::MaxPlayers[12] = 12;
 
$Host::Maps::MissionFile[13] = %MissionPath @ "After1.mis";
$Host::Maps::Weight[13] = 1.0;
$Host::Maps::MinPlayers[13] = 0;
$Host::Maps::MaxPlayers[13] = 12;

now, go into client/gui/scripts/gamemenu.cs and find the line:
Code:
%mapList = "BladeRun" TAB "DesertMap01" TAB "Elegiac" TAB "Fallout" TAB "Forgotten" TAB "Gorge" TAB "GrassMap01" TAB "Mirage" TAB "Sleepwalker" TAB "SnowMap01" TAB "SnowMap02" TAB "Stygian" TAB "TheCore"  TAB "Stygian";
  %this.addRow("Maps", %mapList, true, "", 0, 0, true);

make it look like this:
Code:
%mapList = "BladeRun" TAB "DesertMap01" TAB "Elegiac" TAB "Fallout" TAB "Forgotten" TAB "Gorge" TAB "GrassMap01" TAB "Mirage" TAB "Sleepwalker" TAB "SnowMap01" TAB "SnowMap02" TAB "Stygian" TAB "TheCore"  TAB "Stygian" TAB "After1";
   %this.addRow("Maps", %mapList, true, "", 0, 0, true);
then select it from the create server menu

your welcome!
 

Vox

Member
It looks like a great map Stefy, but i think the name doesn't really suit the map color scheme, for a name like that I would be thinking of a grayish kind of sky(kinda like gorge) with darker terrain.
 

stefygraff

Private Tester
Thanks guys, its good that im getting good feedback over it, what about hills and caproutes, screen shot if you have any suggestion.
 

PureWhoopAss

Legions Developer
its a rather pain that the maps don't show up on menu because of the map rotation script. Fortunately you can change in-game though at will, which comes in handy if you making map scripting changes... all you do is reload the map:)
 
Just as a few quick suggestions, I'd either make the flagstands solid (which Would be much better from a hof's perspective) or I'd make them slightly more transparent and a lighter glowy colour, so it looks more like some kind of laser hologram. Alternatively I'd suggest Having a Solid platform at the top and a White semi-transparent, passable Beam between it, so that A. The hof can actually do his job a little easier and B Floating platforms supported by laser beams are Awesome. I won't make comments on the outlying terrain for now, as you've already said you're going to do a lot of work on them. (The 3m wide ridge out the back of one of the bases looks extremely odd though :p)
 
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