I honestly dont like the floating stand, its very hard to make a grab with the bases so close together. you could keep it if the bases were farther apart, but since their that close together id suggest just putting the stand on the base
Nice one stefy but if you could change the terrain to snow it would be even better
//--- OBJECT WRITE BEGIN ---
%Sky = getRandom(5); //randam skys, coded by Defender.
if(%Sky == 0){
$materialList = "legions/data/skies/icesky/sky_day.dml";
$fogDistance = "150";
$fogColor = "0.66 0.66 0.8 0.75";
}
else if(%Sky == 1){
$materialList = "legions/data/skies/night_sky/sky_day.dml";
$fogDistance = "300";
$fogColor = "0.5864 0.398 0.864 1";
}
else if(%Sky == 2){
$materialList = "legions/data/skies/Quarry/sky_Quarry.dml";
$fogDistance = "150";
$fogColor = "0.1 0.1 0.2 0.2";
}
else if(%Sky == 3){
$materialList = "legions/data/skies/overcast/sky_day.dml";
$fogDistance = "300";
$fogColor = "0.61 0.56 0.53 1";
}
else if(%Sky == 4){
$materialList = "legions/data/skies/icesky/sky_day.dml";
$fogDistance = "150";
$fogColor = "0.66 0.66 0.8 0.75";
}else{
$materialList = "legions/data/skies/Clouds4/sky_day.dml";
$fogDistance = "250";
$fogColor = "0.22 0.46 0.65 0";
}
new SimGroup(MissionGroup) {
canSaveDynamicFields = "1";
Enabled = "1";
EffectPack = "WinterEffectPack";
MissionName = "Aftermap";
SupportedGameTypes = "CTF\tRabbit";
new SimGroup(Environment) {
canSaveDynamicFields = "1";
Enabled = "1";
new MissionArea() {
canSaveDynamicFields = "1";
Enabled = "1";
startArea = "-848 -848 1659 1652";
endArea = "-965 -965 1915 1923";
texture = "legions/data/missions/border";
};
new TerrainBlock() {
canSaveDynamicFields = "1";
Enabled = "1";
rotation = "1 0 0 0";
scale = "1 1 1";
doDistanceFade = "0";
startFadeDistance = "10";
endFadeDistance = "500";
teamIndex = "-1";
detailTexture = "legions/data/terrains/details/snowdetail256.png";
terrainFile = "legions/data/missions/After1.ter";
squareSize = "8";
tile = "0";
detailDistance = "42";
detailScale = "512";
detailBrightness = "0.95";
texelsPerMeter = "4";
clipMapSizeLog2 = "9";
bumpOffset = "0.01";
bumpScale = "1";
TypeBool locked = "true";
Position = "-1024 -1024 0";
zeroBumpScale = "8";
};
new Sky() {
canSaveDynamicFields = "1";
Enabled = "1";
Position = "-16 18 0";
rotation = "1 0 0 0";
scale = "1 1 1";
doDistanceFade = "0";
startFadeDistance = "10";
endFadeDistance = "500";
teamIndex = "-1";
materialList = $materialList;
cloudHeightPer[0] = "0.16";
cloudHeightPer[1] = "0";
cloudHeightPer[2] = "0";
cloudSpeed1 = "0.0004";
cloudSpeed2 = "0.0005";
cloudSpeed3 = "0.0003";
visibleDistance = "1250";
fogDistance = $fogDistance;
fogColor = $fogColor;
fogStorm1 = "0";
fogStorm2 = "0";
fogStorm3 = "0";
fogVolume1 = "0 0 0";
fogVolume2 = "0 0 0";
fogVolume3 = "0 0 0";
windVelocity = "1 0 0";
SkySolidColor = "0 0 0 0";
useSkyTextures = "1";
renderBottomTexture = "0";
noRenderBans = "0";
renderBanOffsetHeight = "65";
horizon = "-10";
skyGlow = "1";
skyGlowColor = "0.015 0.015 0.015 1";
glowVisibleDistance = "800";
glowFogDistance = "100";
glowFogColor = "0 0 0 1";
TypeBool locked = "true";
windEffectPrecipitation = "1";
};
i noticed a few botched up spawn points on alpha too...
When i get the chance i'll get some pictures of those hills.Spart, if.you have the time, can you point up some hills with screenshots and send them.to.me? amd hood places to set new hills and caproutes.(talking about the 3rd point)
also guys, every idea and feedback you give me will be tested, this will not be my map, this will be community-build map
Id love to work on the map with you, because to be honest there are some things that are just grinding me (grabs are soo frikin hard on that map, at least lower the stand a bit so its in line with the top shelf)Yes I will!
Also, St3lth and I are working on Aftermath, we might change the base and add some new things to the map(this is not official, just a test)
Pic here
Thanksserver/preferences/config.cs
Id love to work on the map with you, because to be honest there are some things that are just grinding me (grabs are soo frikin hard on that map, at least lower the stand a bit so its in line with the top shelf)
also, pretty much all the terrain needs to be smoothed out, textures need to be done a little better (I'm really good at that from making sc2 maps), and shadows need to be made more visible (its really hard to see the slope when there are barely any shadows, if any at all)
Oh wow Steffy! I totally love the look of that map for some reason. Great work!
Oh wow Steffy! I totally love the look of that map for some reason. Great work!
Btw, is it a large, medium or small sized map?
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, yourserver.configserver/preferences/config.cs 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:
then select it from the create server menuCode:%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);
your welcome!
Nice effort with the new update. I'm not a fan of the bases at this point in time, for example, you can walk underneath