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Sphere Wars Reviaval Thread


Dragon

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OK I bet some aare wondering what happened to Spheres Wars. Well that map was a pain in the butt lol...I have to say its a pretty map and St33l helped a lot with the texturing and teaching me the texuring process. The map honest is done in a sense but just needs some trimming. Its really too big for TIA I think since you can go anywhere on it. I am now packing having a look over and passing it to Cygon so when I see him next I can just give it to him.  So we have another major map coming very soon. And if it doenst work out as a PS hybrid map then it can always be easily converted to TIA in no time at all. So tonight im preparing it for Cygon to take over and I hope I see him Sunday. He works fast once he gets going so it should not take long once I pass it to him. The Spheres Warws was my first map ever and I learned a lot from it and learned a lot from Cobryis and St33l to get me going in the map making. The flowgraphing on that map is not the way I want it yet in my vision but it can be done anytime the most important thing is to get this Sphere Wars goin in operation to time it with getting traffic back to servers. Talk to you guys later.

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Just been playing sphere wars. it seems 'slower' than i remember. My ping is similar but sniping is difficult as things jump about (kind stop motion instead of continuous) in the 10x view. Around 12 or 15 players on. crygulch before it was fine.

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That's the original Sphere Wars running.

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Thats good news Dragon!

That map is and was the longest map on and we had to get it back to the server as it was for years.

Dragon you have leanred alot and great to see that people are helping you. We can always see if to resize it or anything by feedbacks :)

 

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Yeah this Monday when I am back we can try the beta I have. :)

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Cygon

 

I know I gave you 2a and cry  but I did 2b last night fixing the things I saw wrong. So I need to catch you before you start working on it 

 

- I patched the hole in the mountain

- I think I fixed the problem by the one spot river in day flicker

- I switched all the announcments to client only lol

- the time of day was slightly adjusted minutley

-deleted the box with no material

-found some more objects hiding below the map and dleted them

- straitened out and made better sound areas in some areas

-clicked the client server off on all announments except mabye 1

-added spanws

-shaved off almost 20 megs by deleted uneeded material

-add some traps

a few other things

-added small road

 

 

OK LOOK FOR  BETA3B on FTP, If you need to test ill leave my server on. you know the password

 


 

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hmm I messed up sitting duc's name in the map so a smiple fix

 

 

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You need to approach this map as a business product. The major problem is the size. Not only will people have a long time to download, but they will not even get what they download because the game can't extract such a large number of large files. They are not going to extract it themselves. So I would think about cutting back on useless props and making sure things are grouped in folders so we could easily put them in the level.pak, thus eliminating lots of extra

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Um I did that flowgraphing for 2 hours only to realize that I had proximuty trigger which have time delay built in the boxes. SO I burnt 2 hours making a FG additions when I just had to check the boxes  of the triggers and set it .... DOH Just thought Id let you know for future reference. Mabye you need that kind of FG for area triggers but proximity you just have to check the box lol

 

 

Yeah ILl pack that. I fixed a lot of spam and landscaping to fit the castles and the version will be out Sunday at some point earlier in the day.

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I don't trust proximity triggers. I don't know what problem you ar having with Area Triggers. You are making Area Shapes and selecting the correct Area triggers, right? Well too late now anyway.

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You distrust for proximity triggers has no validity whatsoever lol.

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Anyways I put version 3a up on FTP its in fair anough shape to run and test on server while we wait for Cygon to have time to finish all the many things he has. So I posted it there in case you guys done see me this week and I would like you guys to please try it on server ... the main issues is castle walls and figuring out strategy of the map as in spawning etc. But I wont know this until I see folks play it.

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I guess one thing I could do to this map when I have the patience is remove all custom veg and castles and replace the castle with solid pytmids and reg veg then the map would go from 130 to about 30-40 megs. I do have a vegitation restore from way back somehwere. But doing this kills the art I had envisioned. Not sure what to do here.

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Ok so I leanred a lot from Area XI and this will have to be cut down to size as well. Ill see what I can do with this now with the lessons learned from the other map.

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You did a heck of a good job on Area_XI_V2 :)

Terminated 100Mbytes man!

 

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well the PS/TIA took the map a step back in redering. But it provides the key to make PS or TIA at any time.

 

 

So I released what is now called XI_Kingdoms 2.1. It is a TIA/IA map I thought Id get this released in case anything happens to my net in the next while. I beleive this version will correct the rendering issues created by the PS/IA experiement. I also re strategized the map for TIA/ IA

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