atcs-double

Maps on server and map requests

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ani
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atcs-double

#1 Post by ani » Sun May 23, 2010 3:29 pm

i made atcsx2 put together by hall:

http://www.mediafire.com/?2oxddjzjj1j

list of bugs:
all lights have white colour
little texture bug in one of human base
the map doesn't appear in !listmaps command but when i type /devmap atcs-double, it works

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Rotacak
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#2 Post by Rotacak » Sun May 23, 2010 3:40 pm

Funny. Btw, you have two alien base and two humans base (2xRC, 2xOM) :)

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#3 Post by Nomad » Sun May 23, 2010 5:46 pm

COOL xDDD

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#4 Post by ani » Sun May 23, 2010 6:22 pm

yea i thought of this but 2oms and rcs could be fun :D

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#5 Post by God, maker of the world » Thu May 27, 2010 5:57 pm

When I read this decompile command, I tried it on ATCS, and it worked nicely. I am working on a crass change of ATCS. I don't know how good it will be or if it will really become a release.

Width and length are doubled, height is same.

The height of the bunker is doubled and it has two floors inside instead of one.

The whole map has a healing- and ammo-effect now, so you're slowly gaining both all the time.

The energy wall is gone. The parts behind it are part of the map now. I fixed those textures (which were out of view before) and enclosed the rest of the map in a hull, so it looks ok now when you're standing on top of the world.

Human base has an extra room with a ladder that leads to the "top of the world".

Human and alien base have a big front door that is guarded behind and in front with turrets/tubes.

Human and alien base have two rooms now, one of each is big enough for a om/rc-arm-node-ret base.

The big space is a problem, but I'm working on it.

The release will of course come with .map

It's nothing big yet. It mainly rides on the "It's ATCS, man!" effect.

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#6 Post by Quarko » Thu May 27, 2010 6:31 pm

Great ideas, I especially like the bunker height increase. However, I do not like the idea with healing and ammo effects...

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#7 Post by ani » Fri May 28, 2010 9:34 pm

yea humans are enough favourized.

i think it would be good to delete the ''player clip'' texture in default bases

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#8 Post by sindarus » Sat May 29, 2010 11:09 am

OMG good for get confused and get crazy !!! when you spawn you don't know in wich base you are ....
.
Image

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#9 Post by God, maker of the world » Sun Jun 06, 2010 6:01 pm

map-gmotw_atcsraped_002-1.1.0.pk3

http://downloads.mercenariesguild.net/m ... -1.1.0.pk3 1.5 mb

It's not bad. Speaking from experiences on [W]onderland.

(Hopefully) all changes are in the textfile in the PK3.

I dropped the mapwide ammo and health recharge. Didn't work properly, anyway. Two people in one such trigger - only one is affected. :/

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#10 Post by ani » Sun Jun 06, 2010 8:22 pm

don't use playerclip to do vertical walls we can now walk in sky
and human side is very campy :/

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#11 Post by God, maker of the world » Mon Jun 07, 2010 3:52 am

ani wrote:don't use playerclip to do vertical walls we can now walk in sky
and human side is very campy :/
The skyproblem is known. Next version should have solidslick there. Actually, this version was supposed to, but I forgot it :/

The camp problem: Well. I get the feeling that [W]onderland is alien biased. That's where the maps are played first. Or maybe I'm unlucky with the teams that I get to see playing.

Anyway: I noted to include a balancing feature that can be employed by server admins via layout making. Trigger_buildables that they can use to open/close a few doors that change the balancing.

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