Map Issues - Requires Maintenance For all your map issues |
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#21 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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![]() I found some old threads about this map. It looks like the original was on the server until March '07 when Liera made some changes to stop it from crashing.
http://www.forum.omnipotents.com/showthread.php?p=99264 http://www.forum.omnipotents.com/showthread.php?t=7797 "- Removed the 70 or so unnecessary emitters". I'm guessing this is why none of the teleporters have emitters to show where they are. Quote:
"- Removed the 300 unnecessary static meshes". This might explain why a map called Halloween has only two halloween themed meshes. I found some others scattered around outside of the map and floating in the air. "- Quickly re-did the A.I patching, they'll heal nodes and attack, usually, trust me the old one was even worse.". I would say he got a little carried away with this. There was hardly any pathnodes left in the map and they did not connect all (or any, I think) of the nodes. The only way the bots would purposely go to a node was by using the hidden teleporters (the bots can see them without emitters). Seems like some good, necessary clean-up so going back to the original and starting over would be a bad idea but I think he might have overdone it a little so if you have the original, Carpe, I would like to check it out to see exactly what he did. Funny that through all that no one noticed the 20 or so rather large holes in the map. |
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#22 | ||
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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#23 | |
seize this !! .l..
![]() ![]() Join Date: Apr 2006
Location: Vancouver
Posts: 7,687
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https://dl.dropboxusercontent.com/u/...lloween_nm.ut2 Advise when you have it so I can remove from my DropBox. Thanks. |
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#24 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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#25 |
©
![]() ![]() ![]() Join Date: Jun 2009
Location: Post apocalyptic wastelands
Posts: 543
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#26 |
seize this !! .l..
![]() ![]() Join Date: Apr 2006
Location: Vancouver
Posts: 7,687
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![]() Weird. Dropbox doesn't like UT2 files. Here it is zipped (it works, I checked it).
https://dl.dropboxusercontent.com/u/...lloween_nm.zip |
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#27 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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![]() Quote:
Is that the only other version you have? It's not much different than v2. I don't see this many changes... "- Removed the 300 unnecessary static meshes - Removed the 100 or so unnecessary pickups - Removed the 70 or so unnecessary emitters " There are some more halloween themed meshes so I'll put some of those back in. The teleporter setup is different and doesn't link all the nodes like v2. It's much more along the lines of what I was thinking it should be (and they are all marked with emitters). |
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#28 |
seize this !! .l..
![]() ![]() Join Date: Apr 2006
Location: Vancouver
Posts: 7,687
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![]() I have no other previous versions, and there are none on the redirect (files are never
deleted from the redirect). |
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#29 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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![]() Quote:
I'm sure the one you sent is not the original. I'm guessing it's one of Liera's edits. No biggy though. Thanks, anyway. |
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#30 | |
seize this !! .l..
![]() ![]() Join Date: Apr 2006
Location: Vancouver
Posts: 7,687
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![]() Quote:
What I'm saying is this. Every map ever put onto the Omni server since the dawn of UT2004 time is on the redirect. We NEVER delete uz2 files from the redirect. There may well be another version of Halloween, but it's never been on Omni. |
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#31 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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![]() Quote:
I found a version on the internet that has no extensions in it's name but so far it looks almost just like the one you uploaded. I haven't checked it out too well yet but it does have some extra packages. There doesn't seem to be much in them though. It's odd because things don't add up to what Liera said so that's what makes me think there's another version with some more Halloween meshes made by the original author. Oh well, it doesn't matter. |
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#32 |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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![]() I've got a version done with a different teleporter set-up. I deleted all the ones that let players move quickly around the map then added some back in. There are ones at the base that allow access to the tower there, ones at the lower middle node that give access to that tower, and a series of ones at the Levi node to get to the very top there. I put Redemers in the towers at lower middle and Levi nodes. What should be in the tower at the bases?
Besides the above weapon choices in the base tower the other things I'm debating are replacing the Paladins with Aegii and replacing the Scorpions with one of the Gorz varieties like Fuzzy suggested. Any opinions on the Aegii and what Scorp varieties to use to the replace the stock ones? The other changes are a few more vehicles at the bases, updated weapon lockers, and some changes to the area around the Levi node in an attempt to have a path down boths sides. This is ready to go except for the weapons in the towers at the base and the possible vehicle changes, so please give feedback on that or I will just go with what I want. If people really want the old teleporter system back but marked with emitters then I can do that. |
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#33 |
Mostly a target...
![]() ![]() Join Date: Feb 2008
Location: Michigan
Posts: 297
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![]() What's the fast scorp, tarantula? Just needs someway to get around fairly fast, especially if trying to recover.
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#34 | |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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#35 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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I like the Nebula but I'm trying to keep a classic style and I'm not sure it fits in with that. I'll check it out though. I need more seats at the bases. I've got it up to 10 but I'd like to get a full 16 there not counting the Hellbender driver since it's rare to get 3 players in that vehicle. |
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#36 | |
Community Veteran
![]() ![]() Join Date: Jun 2010
Posts: 1,536
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Yeah, if you're going for a ONS-Dawn type of theme, then basic Tarantulas would be best. |
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#37 | |
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![]() ![]() Join Date: Nov 2007
Posts: 2,486
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![]() Quote:
![]() I replaced the Scorpions with Tarantulas but didn't change any other vehicles. There are still only 10 seats at the base so I put teleporters back in from the base to the closest primary. They are one-way so players can't take them from the nodes to the bases. I've think I've got this done. I'll do some more testing tonight and if everything looks good I'll submit it for the server. Last edited by Binger; 10-24-2015 at 10:33 PM.. Reason: Deleted link. |
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