
Btw it's: manoeuvre.

This problem occured in beta 3 already (Beta 3 thread). Although it doesn't happen when spectating anymore it happens with noclip now (above the lower RL).Oeloe wrote:...
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ERROR: SHADER_MAX_VERTEXES hit in FillCloudySkySide()
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----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.
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So it happens here too. Not after 4 seconds but immediately when grappling to certain spots (highest point you can grapple to in the core room.
I already noticed this map is quite performance heavy; it looks like it even surpasses the amount of shader operations on vertexes the Q3 engine can handle, when you grapple to that high spot. It didn't happen when going there with noclip though, i believe... I'll try it with flight....
Did you find the LG room up there? I didn't even know it was there the first time i played an FFA on it on the Q3W server.foralarx2k3 wrote:1. The large central room with the grenade launcher feels extremely exposed and very barren. There is nothing there to pull me into that area of the map.
Yup, thanks found it pretty quickly soon as I saw hunter was the bot of choice. Though surprisingly, she doesn't seem to use it that much on here. Maybe I keep her away from it too muchOeloe wrote:Did you find the LG room up there? I didn't even know it was there the first time i played an FFA on it on the Q3W server.
Oeloe wrote:Btw you can get from the lift bridge to RG by jumping from the little curved ledge. Not directly from YA though.
I'd say 'turning on a dime' is an exaggeration. Really tight turns are possible but make you lose a lot of speed in CPMa. In QW and the Q4W mod you can do a 360 in midair without losing momentum.foralarx2k3 wrote:just can't keep the momentum or have the turning on a dime ability like in CPM.
(Just trying to get an idea of how much easier in CPM this map is over VQ3).
Thinking about that I'd say I have to agree with the sentiment of putting the GL down below which would make my suggestion of another SG down there a mute point.Foo wrote:Last... I'm not sure on the GL placement. It feels like there's too many weapons on the upper area and not enough down below. Perhaps having it down in the very center area may give the down player more oomph.
Hey Fjoggs. Thanks for taking the time out to reply and consider things for me. I'm very touched you'd do this.Fjoggs wrote:Hey Fora, very long time no see.
I'll watch your demo and see what I can do. I bet I'll move the GL down to the lower floor in the centerroom, sounds reasonable.
Fjoggs wrote:About the trickjumps, here are some more jumps........
Aaaaaarrghh, it's contagious I just know it is... It must have been something I touched in your map .. or it's in the air ... all I know is your map isn't out of BETA testing and I caught the CPMA bug (I'm downloading the latest full version now as I type this) ... yes I who was once a lofty Jolt European Division 1 RA3 player. ... playing some of the best RA3 players in Europe .... blah, blah, blah .... have finally succumbed to the call of the dark side.Oeloe wrote:w00t! Finally made the stairjump from MH to YA. :icon31: Practice pays off.Edit: first time LG stairs->MH at cpm3a too today. :icon25:
I'll givya a game whenever you fancy.foralarx2k3 wrote:Aaaaaarrghh, it's contagious I just know it is... It must have been something I touched in your map .. or it's in the air ... all I know is your map isn't out of BETA testing and I caught the CPMA bug (I'm downloading the latest full version now as I type this) ... yes I who was once a lofty Jolt European Division 1 RA3 player. ... playing some of the best RA3 players in Europe .... blah, blah, blah .... have finally succumbed to the call of the dark side.
Edit: Jez, there's more documentation for this thing than my mates got for his BMW and that's saying something. Gonna be here all night getting meself setup with a decent config. ... and then it's onto learning those luuuverly slick movements.