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Re: (Download) siege_tietest1
Posted: Mon Mar 28, 2011 8:46 pm
by Turky
j3rk wrote:i just threw it up on the "ESM Pub" server too.
this guy regurgitates maps
Re: (Download) siege_tietest1
Posted: Mon Mar 28, 2011 10:43 pm
by Turquoise Dragon
Another thing to add to siege dictionary:
tieing - when the map lags excessively for no apparent reason.
Re: (Download) siege_tietest1
Posted: Tue Mar 29, 2011 12:03 am
by GUARD!AN
Turky wrote:j3rk wrote:i just threw it up on the "ESM Pub" server too.
this guy regurgitates maps
I lol'ed.
Yeah I already saw it on Impulse so I left it. My bad. I'm assuming the correct version is up there then?
Re: (Download) siege_tietest1
Posted: Tue Mar 29, 2011 12:28 am
by Max Rambone
Yeah....there's actually been a tietest1a, b, and c....
As far as the versions I've seen.
~archi
Re: (Download) siege_tietest2
Posted: Tue Mar 29, 2011 5:24 pm
by j3rk
top post updated with download link for tietest2, but i guess i'll post the changes here too:
- Normal Desert classes since reversed Hoth classes were so weird
- Removed Tie turrets
- Fixed D ability to lame the first obj
- Tried to speed up the lifts but I'm having trouble with the 'speed' key. I did shorten the delay though.
- Random graphical stuff (most notably the red/blue gens)
* Don't forget to delete tietest1...
P.S. I have vomited this onto ESM Pub again.
Re: (Download) siege_tietest2
Posted: Wed Mar 30, 2011 1:09 pm
by GUARD!AN
Adding it to Impulse now.
Re: (Download) siege_tietest2
Posted: Wed Mar 30, 2011 3:00 pm
by j3rk
thanks a lot dude.
Re: (Download) siege_tietest2
Posted: Thu Mar 31, 2011 4:20 pm
by aƒrÒ
Map plays good so far and I really like it, imo its visually awesome. Gameplay wise it seems good we will see.
I went through the map lookin for some bugs, heres what i found:
1st obj:
windows near hack are breakable, since O has At st they could pressure the hack room easily with walker, now D could go jan , but shield would be very inefficent with the many passages to hack. Id say either have walker spawn after 1st obj or make the windows not func_breakable to avoid this, which also makes it possible to shield 1 hack entirely.
2nd obj:
I reccomend adding neg light entitys on top and bottom, you wont be able to see the ceiling or floor afterwards value should be in the -100-999 (not sure)
6th obj: really takes long and much force to destroy the shield with reborn boss, dunno if thats intended.
There are also a few black textrues @ generator obj and last obj bottom,
and a missing texture left and right at 6th obj cc door(u know where

)
also id say try to lower the ambient light more, it will make the lights and shaders stick out more, it may look even better.
Re: (Download) siege_tietest2
Posted: Thu Mar 31, 2011 5:03 pm
by GUARD!AN
aƒrÒ wrote:Map plays good so far and I really like it, imo its visually awesome. Gameplay wise it seems good we will see.
I went through the map lookin for some bugs, heres what i found:
1st obj:
windows near hack are breakable, since O has At st they could pressure the hack room easily with walker, now D could go jan , but shield would be very inefficent with the many passages to hack. Id say either have walker spawn after 1st obj or make the windows not func_breakable to avoid this, which also makes it possible to shield 1 hack entirely.
I think that's the point. Otherwise the walker would be pretty useless first obj. Now a jan needs to keep it frozen like outside on hoth
aƒrÒ wrote:
6th obj: really takes long and much force to destroy the shield with reborn boss, dunno if thats intended.
The walker can be brought to that objective and fire on the Tie Shield Rack
Personally, I'd make the thing generating the shield around the codes be low enough for a reborn boss to kill it.
Re: (Download) siege_tietest2
Posted: Thu Mar 31, 2011 5:44 pm
by Turky
I've tried damaging that thing as reborn boss. It does almost no damage... basically worse than sabering slants at hoth CC.