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Posted: Fri Mar 04, 2005 4:53 am
by fett42
I do see what you mean about them standing around the main spawn points, but it isn't a big deal really. Ususally someone will spawn in there eventually and shoot them. It isn't as if a huge group of them are just standing around and doing nothing. So it doesn't bother me, but I can't speak for everyone.

One thing I have always wanted to do for some reason is be able to jump out of the window in the house. Here is the place I am talking about:

http://img14.imgspot.com/u/05/62/02/house1.jpg

I know the AI won't jump out or stand on the crates and shoot out the window at people running by, but humans could.

Another thing I noticed after jumping on the crates is you can almost make it onto the roof. There is a way to get on the roof from the outside, but it might be nice to be able to get to the roof from the inside. It would make a nice spot for snipers. Here is what I am talking about:

http://img14.imgspot.com/u/05/62/02/house227694.jpg

That is a picture taken while standing on those crates by the window.

Anyway, those are the only ideas I have left other than adding more decorative stuff like you mentioned.

Posted: Fri Mar 04, 2005 7:32 am
by eddie
I did not even plan for people to get to the roofs, you made me think twice now...hm... let me see what I can come up with startinf from that spot you posted....

Posted: Fri Mar 04, 2005 1:07 pm
by eddie
here fett42 you can test your jump to rooftop, also there is new passage and some other stuff..
I have fliped bridge between the house and way to imp base so AI do not get stuck there.
v.091:
http://www.gametoast.com/modules.php?op ... tit&lid=68

Posted: Fri Mar 04, 2005 2:27 pm
by fett42
Yep, that spot on the roof is a good place to shoot at the opposite CP where the Republic/Rebels start out at. You can also jump to a small ledge on the side of the building to shoot towards the market place. The AI will still shoot at you if you are on the roof. So it isn't as if you have a completely unfair advantage by being able to get up there.

I just noticed the TV inside of the house. Was that there before or is it something new? I'm just curious if I missed that little detail before. Anyway it is a nice touch.

Also, I noticed the main spawns are now capturable again. It seemed to work fine this time without having one team being in control of the entire map. That's the main problem with it before when they were capturable. So that is a good thing.

Posted: Fri Mar 04, 2005 3:49 pm
by rebel_scum
wow i just tried the latest version and it was really fun
being abel to go on the roof was a great idea fett42
you can get to so many places
and it was also fair for both sides through the whole level

graet job eddie :D :D :D :D


ps:fett42 i think the tv was new or i have'nt noticed it before

Posted: Sat Mar 05, 2005 10:38 am
by eddie
This should be final release of italia. it is 0.99 just to check once more if there some errors anywhere, after this both sp and mp 1.0 comes out.
http://www.gametoast.com/modules.php?op ... tit&lid=68

Posted: Sat Mar 05, 2005 6:55 pm
by rebel_scum
its good no errors that i found yet

Posted: Sat Mar 05, 2005 8:44 pm
by fett42
I didn't find any errors either. I like the new little details you added to the level. I also noticed you blocked up the window at top of the house next to the Imperial main spawn point. I'm sure you know which one I am talking about. I guess that means no more jumping onto the next roof and eventually jumping outside of the city walls. :P

Overall this version seems really solid.

Posted: Sat Mar 05, 2005 8:56 pm
by rebel_scum
one thing that would be sort of cool is if you could go into a room from the roof
that had medical and ammo droids in it and maybe some boxes.but that is just a suggestion
you probably want to get the final version out sooner than later. its already a great level
and good job.

Posted: Sat Mar 05, 2005 9:37 pm
by BlackHawk549
good job. i didnt like how the boxes that lead to the one sniping spot were so skinny, it took me 4 tries to get up!

Posted: Sun Mar 06, 2005 1:16 am
by fett42
BlackHawk549 wrote:good job. i didnt like how the boxes that lead to the one sniping spot were so skinny, it took me 4 tries to get up!
Really? I got up there on my first try. Are you using a gamepad or keyboard and mouse?

Posted: Sun Mar 06, 2005 3:27 am
by eddie
Italia 1.0 maps:

MP:
http://www.gametoast.com/modules.php?op ... tit&lid=67

SP:
http://www.gametoast.com/modules.php?op ... tit&lid=68

Now there is a little problem with MP version. Ticket count drops down constantly. I am not sure why, it happened when I removed neutral spawn, so if anyone could help....On the other hand, maybe this is good since it is constant for both teams and it can act as a timer of a sort. Server admins could increase it/adjust it in mapinfo.txt to fit their sense of how long the level should last...

Posted: Sun Mar 06, 2005 5:45 am
by fett42
I've seen that happen on other maps where the ticket count decreases on its own. I wonder if it is possible that the game/map somehow thinks there are still spawn points in those places. I doubt it would make a difference, but I wonder what would happen if you changed the neutral spawns to non-neutral spawns before removing them.

Posted: Sun Mar 06, 2005 3:27 pm
by BlackHawk549
im using a keyboard and mouse...it might just be me, i was nervous cuz there were 5 droids taking the house and me, the only clone, must escape. that in effect made my hand kinda shaky and now that i try it again its just fine!

Posted: Sun Mar 06, 2005 3:31 pm
by BlackHawk549
do the sp and mp overwrite each other?

Posted: Sun Mar 06, 2005 4:48 pm
by eddie
Yes they do. I should have mentioned this in readme. Both maps can be played in SP and MP it is just MP is adjusted to simulate Death Match kinda game....

I do not konw if ti is possible to rename MODID at the end to have different map all around?!?

Posted: Sun Mar 06, 2005 8:30 pm
by BlackHawk549
ya u might want to try that. because having it this way isnt very helpful

Posted: Mon Mar 07, 2005 12:19 pm
by eddie
The good news is that I have found kastel source in my back up files, checked it out and here is 1.0 release:

http://www.gametoast.com/modules.php?op ... tit&lid=59

What is new: I do not know, I did changes a week or so ago, did change some textures and some new buildings...

Also, BlackHawk549, I made Italia MP with different ModID so both Sp and MP can co-exist together (V1.1) but I lost movie in the process. I has to hack into compiled level file and change ModID. Fred gave me a suggestion how to change the source files, but I got lost after a while..

Italia MP 1.1:
http://www.gametoast.com/modules.php?op ... tit&lid=67

Posted: Mon Mar 07, 2005 1:09 pm
by rebel_scum
is this the final???

Posted: Mon Mar 07, 2005 1:34 pm
by rebel_scum
my only suggestion is to make the capture regions bigger