Updated map scripts for fueldump, supplydepot, railgun +more
Moderators: Forum moderators, developers
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
- Contact:
Et_beach - bugfix only
http://images.quakewarsterritory.com/mo ... _beach.zip
Fixes south beach spawns, double/triple messages, many other minor fixes.
http://images.quakewarsterritory.com/mo ... _beach.zip
Fixes south beach spawns, double/triple messages, many other minor fixes.
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
- Contact:
New supplydepot scripts; finally seemed to have disabled the music speakers on all systems.
Supplydepot
http://images.quakewarsterritory.com/mo ... 6.2006.zip
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and satchel/crane control exploit.
Supplydepot2
http://images.quakewarsterritory.com/mo ... 6.2006.zip
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and satchel/crane control exploit.
Supplydepot
http://images.quakewarsterritory.com/mo ... 6.2006.zip
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and satchel/crane control exploit.
Supplydepot2
http://images.quakewarsterritory.com/mo ... 6.2006.zip
Fixes spawn bug, gold bug, grenade/mortar over roof into stairwell exploit, disables troublesome music speakers and satchel/crane control exploit.
- =FF=im2good4u
- Posts: 3821
- Joined: Wed Feb 05, 2003 7:30 am
- Location: The Netherlands, HOLLAND
- Contact:
ah nice of u putting some time into it
<a href="http://bunnyherolabs.com/adopt/showpet. ... dQ=="><img src="http://petimage.bunnyherolabs.com/adopt ... Q0dQ==.png" width="80" height="100" border="0"></a>
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
- Contact:
Snatch2
http://images.quakewarsterritory.com/mo ... ch2.script
This is beta script that needs testing in the real world. This one was an exercise in fugly script mangling. Report bugs to me. This script is working for me, but I need more feedback.
Corrected autospawns
Corrected endgame wait states
Removed bad TWO and spawns at CP
Created correctly working TWO and spawns at CP
Made a new autospawn system
Added wm_announcements for CP spawn activity
http://images.quakewarsterritory.com/mo ... ch2.script
This is beta script that needs testing in the real world. This one was an exercise in fugly script mangling. Report bugs to me. This script is working for me, but I need more feedback.
Corrected autospawns
Corrected endgame wait states
Removed bad TWO and spawns at CP
Created correctly working TWO and spawns at CP
Made a new autospawn system
Added wm_announcements for CP spawn activity
Nice, gonna test it. Snatch2 is an awesome map, just needs some polishing .mortis wrote:Snatch2
http://images.quakewarsterritory.com/mo ... ch2.script
This is beta script that needs testing in the real world. This one was an exercise in fugly script mangling. Report bugs to me. This script is working for me, but I need more feedback.
Corrected autospawns
Corrected endgame wait states
Removed bad TWO and spawns at CP
Created correctly working TWO and spawns at CP
Made a new autospawn system
Added wm_announcements for CP spawn activity
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- mortis
- Posts: 360
- Joined: Tue Jul 06, 2004 11:57 pm
- Location: at the center of the e-universe
- Contact:
Snatch 2 : Competition Version - beta1
http://images.quakewarsterritory.com/mortis/snatch2.zip
Summary of changes:
All MG nests removed
All truck barriers removed (making it parts-truck-wall-escape or wall-parts-truck-escape)
Removed bridge
More autospawn tweakage (irrelevant to comp)
Allied - Axis spawntimes set to 20/30 instead of 15/30
Map time reduced from 20mins to 15 mins (reduced to accomodate removed barriers)
Began process to remove health/ammo cabs (not sure how many to keep remove)
Future changes:
remove some/all health cabinets?
remove some teamdoors to speed Axis travel times?
make truck easier to damage?
I need feedback on this one...
--Mortis
http://images.quakewarsterritory.com/mortis/snatch2.zip
Summary of changes:
All MG nests removed
All truck barriers removed (making it parts-truck-wall-escape or wall-parts-truck-escape)
Removed bridge
More autospawn tweakage (irrelevant to comp)
Allied - Axis spawntimes set to 20/30 instead of 15/30
Map time reduced from 20mins to 15 mins (reduced to accomodate removed barriers)
Began process to remove health/ammo cabs (not sure how many to keep remove)
Future changes:
remove some/all health cabinets?
remove some teamdoors to speed Axis travel times?
make truck easier to damage?
I need feedback on this one...
--Mortis
You should remove the landmine parameter from the ground alongside the truck path on Snatch 2, if that's possible with a mapscript. Maybe not the whole path, but an example area where this matters is when allies take the parts and go for the tunnel on their way to the truck. The sloped ground just outside the tunnel entrance can't be mined anyway, so smart allies will hug the hillside. But axis can and probably will mine the flat ground around there (which is minable), just in case.
The problem with this is that the truck triggers those mines from a rediculous distance. I made a demonstration demo in case it's needed, but I'm sure you understand what I mean.
Or just make it impossible for the truck to trigger mines. Whichever is easier and/or possible. It would be incredibly annoying to be killed by the truck tripping mines as you escorted it. There are going to be allies all around it and it's not realistic for them to try and stay to the front/rear only, while fending off the axis.
IMO.
The problem with this is that the truck triggers those mines from a rediculous distance. I made a demonstration demo in case it's needed, but I'm sure you understand what I mean.
Or just make it impossible for the truck to trigger mines. Whichever is easier and/or possible. It would be incredibly annoying to be killed by the truck tripping mines as you escorted it. There are going to be allies all around it and it's not realistic for them to try and stay to the front/rear only, while fending off the axis.
IMO.