Page 3 of 4
Posted: Thu Jan 05, 2006 7:34 pm
by GODLIKE
(Why would you keep the old file anyway? Its a beta, and there's a newer one..)
I like the new rocket room.. big improvement, although it wasn't bad before.
Let's get this baby final!
Posted: Thu Jan 05, 2006 8:15 pm
by Oeloe
Riptide wrote:Robcq wrote:Now when i do the mh jump by using the teleporter i exit the tele and jump over the ledge and fall down. Please move the tele exit back a tiny bit. if you want a demo to see it let me know i ll send on to you.
You cant strafe right after the portal anymore just forward jump then strafe.
Doesn't really matter. I do it like telejumps in cpma: jump in, hold strafe, then jump right after teleporting and do a second strafejump to get to MH. I thought that the normal jump to MH was too hard, but Q4 strafejumping is a bit deceptive when you're used to Q3, because the distance of a CJ looks smaller so you think too often that you'll overjump (at least i do). When you stand with your left foot on the GL spawn marker, it's easy to get to MH with a right CJ and a 2nd jump on the ledge.
Posted: Thu Jan 05, 2006 8:38 pm
by Robcq
i gues i am coming out of the tele too fast. Last night i had a few duels on it and it was very annoying to jump out iof the tele and land on the platform with rocket launcher. Lukin if u can't move the tele exit back maybe extend the ledge a little bit.
Posted: Thu Jan 05, 2006 9:17 pm
by Oeloe
Maybe you just do the first jump too late?
Posted: Thu Jan 05, 2006 10:05 pm
by Robcq
no don't think so... when i go through the tele i am holding down jump so i jump immediately. maybe i am going through the tele 2 aggressively. in warm up i can hit the jump perfectly, but during a duel i am alway over jumping the ledge. if noone else is having problems i guess it is just me.
Posted: Thu Jan 05, 2006 10:13 pm
by Lukin
I've I managed to move the exit few units back, the main problem now is that the 2nd jump must be longer - so it's harder to get MH.
The ledge would make the jump too easy in my opinion, but later I will test this option too.
Posted: Thu Jan 05, 2006 10:16 pm
by Robcq
Also, the armors are very very easy to run. my suggestion is switch the lightning gun and ya. this way the ra and ya would be on different levels.
Posted: Thu Jan 05, 2006 10:33 pm
by Lukin
I will switch YA with 5 armor shards below the GL. LG might be a good location too, but probably still too close to RA.
Posted: Fri Jan 06, 2006 12:51 am
by Oeloe
Well i tried again with the current version and i don't know how you achieve to fall off the ledge when you do the telejump to MH. I can't do it on a listen server anyway... So it seems perfect like it is.
I still don't like those yellow decals on the walls though. It clashes with the other colours that are blueish, greenish, and purple (skybox). I'd try to change it slightly for a better match.
Posted: Fri Jan 06, 2006 7:25 pm
by Lukin
Yellow decals? There's a lot of yellow things on the walls. Can you post a screenshot that show exactly which decals you're talking about? Thanks in advance.
Monsoon, rc1
Posted: Sun Jan 08, 2006 7:28 pm
by Lukin
edit: release candidate 1 is ready
Ok, current version is the last one before the final. I've got one question: do the 2x25hp near RL and YA location are ok now?
Of course I'm interested in any other suggestions, bug hunting, etc. but there won't be any radical changes in the final version anyway.
download
[lvlshot]http://img322.imageshack.us/img322/6826/shot3gs.jpg[/lvlshot]
Changelog:
rc1:
- switched YA with armor shards
- moved some items (health, ammo and shards)
- polished the visuals
- added small ledge to make jumping for MH easier
Posted: Sun Jan 08, 2006 11:37 pm
by Riptide
I like having the 2 25's together by both rl's I do think the megahealth should be on a 1 min timer though there is plenty of health +with the ya and red armor and 5 of the 8 shards on the map being right next to each other makes it quite ez to control them :-( the current layout is really nice I'm liking the changes by the port->mh and the ra room as well as the changes of ya and the 5 shards. It seems to have a really nice flow to it and looks pretty to even with vertex enabled in q4max :-) without the fps hit. Oh ya and nice touch with the 3, 5 healths at the lg makes for an ezier pickup which increases the pace :-)
Re: Monsoon, rc1
Posted: Mon Jan 09, 2006 12:59 am
by Oeloe
Lukin wrote:Yellow decals? There's a lot of yellow things on the walls. Can you post a screenshot that show exactly which decals you're talking about? Thanks in advance.
I meant these yellow parts that appear on many panels:
I think something reddish/pinkish would look much better on those wall panels than this ugly yellow.
Lukin wrote:Changelog:
rc1:
- polished the visuals
Mainly at HB the lighting seems to give a performance hit, compared to the previous version. Oh well, it still looks good with lightdetaillevel 5.

Posted: Mon Jan 09, 2006 4:11 am
by Mogul
Real men play with r_vertexlight 1 anyway.
Posted: Mon Jan 09, 2006 5:35 am
by jester!
Mogul wrote:Real men play with r_vertexlight 1 anyway.
:icon32:
Posted: Mon Jan 09, 2006 10:42 am
by Oeloe
Mogul wrote:Real whimps play with r_vertexlight 1 anyway.
Aye.

Posted: Mon Jan 09, 2006 11:42 am
by Lukin
Oeloe >> it would be hard to find substitution for those textures, especially with the deadline being so close.
Posted: Mon Jan 09, 2006 11:53 am
by primaltheory
Lukin wrote:Oeloe >> it would be hard to find substitution for those textures, especially with the deadline being so close.
just modify the texture, its a 30 minute 'shopjob, and you could replace it no problem! (go with a red)
Posted: Mon Jan 09, 2006 12:22 pm
by Lukin
To me it will be hard to find even those 30 minutes today. I'll see what I can do, can't promise anything.
Posted: Fri Jan 13, 2006 8:15 pm
by Duhard
Monsoon is now an official cpl map..congrats :icon14:
Posted: Fri Jan 13, 2006 8:21 pm
by jester!
Link on the announcment? Ah nm its on esr.
n1 once again lukin. :icon26:
Posted: Fri Jan 13, 2006 11:37 pm
by Lukin
Thanks guys, and once again thanks to everyone who helped.
Posted: Sat Jan 14, 2006 12:55 am
by prince1000
primaltheory wrote:Lukin wrote:Oeloe >> it would be hard to find substitution for those textures, especially with the deadline being so close.
just modify the texture, its a 30 minute 'shopjob, and you could replace it no problem! (go with a red)
rofl, shutup?
and congrats lukin.
Posted: Sun Jan 15, 2006 7:59 pm
by Oeloe
Posted: Tue Jan 17, 2006 2:03 am
by Death_Gun
ur 2 maps in the main tourney, congrats