Eddie's Maps
Moderator: Moderators
-
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.
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.
-
eddie
- Gametoast Supporter

- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
eddie
- Gametoast Supporter

- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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
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
-
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.
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.
-
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

ps:fett42 i think the tv was new or i have'nt noticed it before
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
ps:fett42 i think the tv was new or i have'nt noticed it before
Last edited by rebel_scum on Sat Mar 05, 2005 6:54 pm, edited 2 times in total.
-
eddie
- Gametoast Supporter

- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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
http://www.gametoast.com/modules.php?op ... tit&lid=68
-
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.
Overall this version seems really solid.
Overall this version seems really solid.
-
rebel_scum
-
BlackHawk549
-
fett42
-
eddie
- Gametoast Supporter

- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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...
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...
-
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.
-
BlackHawk549
-
eddie
- Gametoast Supporter

- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
eddie
- Gametoast Supporter

- Posts: 366
- Joined: Mon Oct 18, 2004 3:27 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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
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
