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Author Topic: HiveCity  (Read 57954 times)
Nqss
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« Reply #15 on: March 08, 2011, 11:25:09 AM »

how about now?
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Farseer
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« Reply #16 on: March 08, 2011, 06:20:12 PM »

nope... still the same... its imageshack's fault... no picture hosted on their site will display.

i'll try to fix it meself.
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Nqss
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« Reply #17 on: March 23, 2011, 04:35:01 PM »

i didnt drop it , but im feeling that im about to hit ideas / texture use limit

sewers update
http://img607.imageshack.us/img607/5991/exhivecity0028.jpg

im gonna use this to mark critical points
http://img225.imageshack.us/img225/930/exhivecity0029.jpg

http://img132.imageshack.us/img132/3515/exhivecity0027.jpg

palace with art work
but its quet fucked up with HDR
http://img5.imageshack.us/img5/7020/exhivecity0030.jpg

and some street
http://img854.imageshack.us/img854/9143/exhivecity0031.jpg
« Last Edit: March 27, 2011, 12:44:01 PM by Nqss » Logged

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« Reply #18 on: March 26, 2011, 08:15:29 PM »

http://www.easy-share.com/1914403273/ex_hivecity_gp_beta01.rar

gameplay beta for you guys
any bug / shit / balance issue should be posted here
ex_mission is not working right so mission description is not working at all

here is screenshots of what was changed in one album
http://img851.imageshack.us/g/exhivecitygpbeta010000.jpg/
« Last Edit: March 27, 2011, 12:46:12 PM by Nqss » Logged

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ChromeAngel
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« Reply #19 on: March 28, 2011, 09:21:05 AM »

OK, the problem with the translations is because you included the "_english.txt" bit in the ex_gameplay translation file property (the ".txt" is taken for granted and the "_english" depends on what language the client has set in steam). 

When I changed the name of your translation file to match the full name of the map and reloaded, the mission text appeared (this is the default it falls back to if the translation file from ex_gameplay cannot be loaded).

Take care wording your missions, the midway missions (Green room and Generator) can be captured in either order (the larger hallways toward the reactor actually guides the nids towards that one first).

You should also add some tokens for your objective names, like so:
   "Space marines land spot" "Landing Gantry"
   "Swarm nest" "Tyranic infestation"
   "palace" "Govenor's Palace"

I think I need to write a new page in the manual, just to cover this properly :/
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« Reply #20 on: March 28, 2011, 03:28:39 PM »

Thank you very much , now i see what was wrong and now its fixed

here the gameplay beta03 which can be run on servers i think
this map needed to be tested in gameplay now

here is link to download
http://www.easy-share.com/1914423870/ex_hivecity_beta03.rar

and performance , i really worry about that , does anyone got lags? problems on the map?
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« Reply #21 on: March 29, 2011, 02:11:53 PM »

Just awesome. As if you could read my mind the map is pure win, you should hovewer get rid of those TF2 and HL2 poster and put some 40k art in instead...
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Nqss
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« Reply #22 on: March 29, 2011, 03:05:02 PM »

....HL2 poster and put some 40k art in instead...
i have to find an artis with awesome arts who will give me permission to use them
i cant use GW's arts because of copyright and some random arts because of it
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Loxn
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« Reply #23 on: March 29, 2011, 04:35:02 PM »

<3333 the toilet Cheesy

btw. are marines authorized to open the 2 doors between spawnnid and lastcaptureroom?
« Last Edit: March 29, 2011, 04:47:43 PM by Loxn » Logged


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« Reply #24 on: March 29, 2011, 04:54:17 PM »

<3333 the toilet Cheesy

btw. are marines authorized to open the 2 doors between spawnnid and lastcaptureroom?
only after nids captured generators and sewers
in that case marines and nids can enter palace
i blocked this door so marine players wouldn't run there in first place and then get screwed by nids really fast
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« Reply #25 on: April 03, 2011, 09:40:28 PM »

fuck it , no feedback - last update with source
i was thinkin to do that after final release , but....this is my final

http://www.megaupload.com/?d=D1LGRFXV
« Last Edit: April 22, 2011, 08:54:08 PM by Nqss » Logged

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ChromeAngel
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« Reply #26 on: April 25, 2011, 08:11:24 PM »

We had a bit of a test today.  Not so much an actual game on this map, but we did find some oddities:

Carnifexs get stuck in the red water room of the sewers ( http://steamcommunity.com/id/chromeangel/screenshot/576668995835479524 ).

I got a report of a player getting loads of points for capping the sewer objective.  Did you add an ex_award in there to boost the normal reward for capping objectives?  (BTW the nids got there before I got as far as the ladders to the green room.  I think it needs moving closer to the marine spawn).
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« Reply #27 on: April 25, 2011, 08:23:13 PM »

Carnifexs get stuck in the red water room of the sewers ( http://steamcommunity.com/id/chromeangel/screenshot/576668995835479524 ).
thats odd
I got a report of a player getting loads of points for capping the sewer objective.  Did you add an ex_award in there to boost the normal reward for capping objectives?  (BTW the nids got there before I got as far as the ladders to the green room.  I think it needs moving closer to the marine spawn).
that what i wanted to know
about points - yes i do
« Last Edit: April 25, 2011, 08:28:46 PM by Nqss » Logged

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« Reply #28 on: April 25, 2011, 09:20:53 PM »

oh and I heard some (random?) marine sounds being played near the sewer objective.  What's the deal with that?
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Nqss
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« Reply #29 on: April 25, 2011, 10:16:56 PM »

oh and I heard some (random?) marine sounds being played near the sewer objective.  What's the deal with that?
well , its too loud sounds of easter egg
the door in the corridor for marines , which near generator exit , can be opened by shooting in control panel of the door
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