
Fjo3tourney1 - ECP - Final Beta
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- Posts: 306
- Joined: Wed Feb 01, 2006 9:56 pm
Fjoggs, ya ole tart, release this map already so I can add it to that list of uber maps in the gen discussion section 
Fora.

Fora.
Last edited by foralarx2k3 on Wed Apr 19, 2006 11:21 pm, edited 1 time in total.
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- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
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- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
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- Posts: 306
- Joined: Wed Feb 01, 2006 9:56 pm
heh, yeah me and Demo on the case 
Erm, ok...
Fjoggs, remember I mentioned about adding an SG down on the base floor in that main altrium. Well, hope you don't mind but I did a little testing using the ICE mod and added a second SG down there. Then just mucking about your PG demo gave me an idea of swapping it (the second SG) out for a PG and then I added two PG ammo boxes (one by the MG ammo on the ledge overlooking the MH and the other with the single LG ammo in the LG corridor).
To be perfectly honest they didn't seem to make a blind bit of difference to the play other than give you another option below. Anyway have a look see what you think. Hope this helps and doesn't cause too much of a headache for you.
.map files are here... fora_tests.zip
Extract these .map files to your CPMA\maps folder and then in CPMA load up your map... then callvote map !fora_test1 or callvote map !fora_test2 (don't forget the ! before the mapnames, I'm guessing you will already know all this, but jic).
Regards
Fora.

Erm, ok...
Fjoggs, remember I mentioned about adding an SG down on the base floor in that main altrium. Well, hope you don't mind but I did a little testing using the ICE mod and added a second SG down there. Then just mucking about your PG demo gave me an idea of swapping it (the second SG) out for a PG and then I added two PG ammo boxes (one by the MG ammo on the ledge overlooking the MH and the other with the single LG ammo in the LG corridor).
To be perfectly honest they didn't seem to make a blind bit of difference to the play other than give you another option below. Anyway have a look see what you think. Hope this helps and doesn't cause too much of a headache for you.
.map files are here... fora_tests.zip
Extract these .map files to your CPMA\maps folder and then in CPMA load up your map... then callvote map !fora_test1 or callvote map !fora_test2 (don't forget the ! before the mapnames, I'm guessing you will already know all this, but jic).
Regards
Fora.
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- Posts: 22175
- Joined: Sun Oct 14, 2001 7:00 am
i can see the skill... but the textures are soooo fucking ugly... its gross looking... esp when you have the gamma up... like everyone does... there is no contrast... just 1 big ugly reddy brown map :/
apart from the horrible textures.... its really nice
very nice bsp work/level layout etc... pity bout ya textures
imo..
apart from the horrible textures.... its really nice

imo..
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- Posts: 1892
- Joined: Sun Jan 07, 2001 8:00 am
Terrible hinting and loads and loads of extra tris. It's been slowly reigned in though, there's no reason for it to be so high.prince1000 wrote:fjoggs, what is it about this map that gives me an fps hit with noone even on the map?? im seeing dips to 100+ in that lower level looking down hall.
i timedemo over 250fps @ 1024, lightmap and no simpleitems on demo four w/xp2400 + 9600XT.
just curious...
I think this is half of why he slowed/stopped working on it, hinting and optimising ain't fun.