atcs-double
Moderator: Nod_Nod_Nod
atcs-double
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
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
- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
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.
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.
- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
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. :/
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. :/
- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
The skyproblem is known. Next version should have solidslick there. Actually, this version was supposed to, but I forgot it :/ani wrote:don't use playerclip to do vertical walls we can now walk in sky
and human side is very campy :/
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.