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Jul 21 2010, 11:14 AM
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#21
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 71 Joined: 30-August 08 From: United Kingdom Member No.: 179 |
Hay all, sorry for the long update been a bit busy.
So, on to the update! Updated to syn_desert_assault_beta_4 The biggest change is that the map now adjusted its difficulty depending on the number of players, this has not been fully implemented in the final battle. The map also only requires half life 2 now. Changed Removed the piers from the start area. The cover entering the main chamber so that the vorts can now hit you. Added more turrets to the main chamber. Reduced the amount of health that most the the npc’s have. More detail has been added to the 2nd half of the map. Added a new check point just before players go into the right hall. Added a small room to the left hall, that locks if players don’t get to it fast enough. Added soundscapes to the map Fixed The npc’s not spawning in the garage again. (They don’t like me) Players being able to drop plugs down the back on the computers in the SAM site room. Players can no longer climb on top of the cars in the garage. To do Tweaks to the final battle. Possibly add some signs into the map. Small change to the canteens npc’s. The next update should be the final, please post any bugs you find also the map will be renamed to syn_fortress_assault for its final release to help stop confusion with syn_desert_strike. |
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Jul 21 2010, 11:53 AM
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#22
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Moderator ![]() ![]() ![]() ![]() Group: Moderator Posts: 491 Joined: 15-June 09 From: Victoria, Australia Member No.: 1,295 |
Downloading/testing now.
Edit: The download has just stopped. Seems there's something wrong with your site. Mind mirroring it some place else? Edit2: Ok, I just need to keep pausing/resuming it to get it to keep going. |
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Jul 21 2010, 11:59 AM
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#23
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 71 Joined: 30-August 08 From: United Kingdom Member No.: 179 |
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Jul 21 2010, 12:53 PM
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#24
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Moderator ![]() ![]() ![]() ![]() Group: Moderator Posts: 491 Joined: 15-June 09 From: Victoria, Australia Member No.: 1,295 |
After single player testing, I didn't notice any problems with the map.
The only thing that happened was when I went through this door, I crashed. Tried again and it worked, so must have been random. (IMG:http://images.matt-russell.com/syn_desert_assault_beta_40000.jpg) I have to say, it's been a long time since I've played a map that is actually fun to play. Unlike most of the others there isn't heaps on NPC spam. There's a few things I wouldn't mind being changed though:
Going to upload this to the server and try and get some people on to test it again later. |
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Jul 21 2010, 04:56 PM
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#25
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 71 Joined: 30-August 08 From: United Kingdom Member No.: 179 |
After single player testing, I didn't notice any problems with the map. The only thing that happened was when I went through this door, I crashed. Tried again and it worked, so must have been random. This also happens on my server. Thought it was just my server being buggy, will look into it and see if I can find out why its happening. I have to say, it's been a long time since I've played a map that is actually fun to play. Unlike most of the others there isn't heaps on NPC spam. Not tested it yet but I think there will be a little npc spam with 10 player on the map. The first Headcrab canister that launches when you kill the sniper. It launches the second you kill him so you don't hear it coming over the explosion. Should have a bit of a delay. Good idea will do. The noises in the computer room, they are really loud and annoying. First time i have used soundscapes, there seems to be a bug with the computer room one, the sounds should be coming from the computer but they are not. I will look into it and see if I can find whats wrong. Why are there four turrets in the room when only one activates? Is that to do with how many players are there? Yes you got it, works like this. 1 player = 1 turret 2 players = 2 turrets 4 players = 3 turrets 6 players = 4 turrets 8 players = 5 turrets There is no pistol ammo until near the end. After killing the first few guys, I didn't get to see my pistol after that. It'd be nice if you could add ammo somewhere, even if it's just an infinite crate at the start with the SMG one. Good point will add some in. EDIT: The map did have pistol ammo crates in it but they need ep1 to work. I made the map only need hl2 in the last update so I had to remove them. (IMG:style_emoticons/default/sad.gif) Going to upload this to the server and try and get some people on to test it again later. I hope the map works ok, I have never tested it with more than 4 players so there could be some balance issues. Thanks for your fast feedback, much appreciated. (IMG:style_emoticons/default/smile.gif) |
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Jul 21 2010, 08:32 PM
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#26
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 71 Joined: 30-August 08 From: United Kingdom Member No.: 179 |
Updated to syn_desert_assault_beta_5
Quick update to fix the server crashing when opening the canteen door and some other small changes. |
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Jul 22 2010, 07:54 AM
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#27
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Moderator ![]() ![]() ![]() ![]() Group: Moderator Posts: 491 Joined: 15-June 09 From: Victoria, Australia Member No.: 1,295 |
EDIT: The map did have pistol ammo crates in it but they need ep1 to work. I made the map only need hl2 in the last update so I had to remove them. (IMG:style_emoticons/default/sad.gif) Really? That's pretty stupid. I could've sworn I saw a pistol crate in HL2 before. Really needs to be fixed. If it's an issue with the model coming from Ep1, they could at least use the default SMG model for people without Ep1. So I guess the infinite shotgun crate is Ep2 only then? I can't say I've seen one before the Antlion fight in Ep2. Edit: So we just played it in multiplayer and the dropship killed us... twice. Some rescue this is. Also, I noticed you seem to have a block over the turrets which breaks and removes them, why don't you 'break' the turrets so they explode and go back into the roof instead of disappearing? Edit2: Here's the demo of the whole game: http://files.matt-russell.com/desert_assault_test.dem This post has been edited by ultradude25: Jul 22 2010, 10:50 AM |
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Jul 22 2010, 10:39 AM
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#28
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 71 Joined: 30-August 08 From: United Kingdom Member No.: 179 |
Really? That's pretty stupid. I could've sworn I saw a pistol crate in HL2 before. Really needs to be fixed. If it's an issue with the model coming from Ep1, they could at least use the default SMG model for people without Ep1. So I guess the infinite shotgun crate is Ep2 only then? I can't say I've seen one before the Antlion fight in Ep2. I think pistol crates are the only ones that need ep1, I think there is a shotgun crate at the end of the level. Also, I noticed you seem to have a block over the turrets which breaks and removes them, why don't you 'break' the turrets so they explode and go back into the roof instead of disappearing? Sadly there is no way to change the default heath of the turrets and I don't want to use the default as its stupidly high. There is also no input on turrets for exploding so the box is the best I could do. I could maybe setup a env_explosion at each turret and have it go off when the box breaks, then have the turret fold away. As for the dropship yeah it likes to do that, trying to find a way around it. Also the server crashing is still there, it seems to happen at both sets of double doors, still not sure why looking into it. |
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Jul 22 2010, 10:52 AM
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#29
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Moderator ![]() ![]() ![]() ![]() Group: Moderator Posts: 491 Joined: 15-June 09 From: Victoria, Australia Member No.: 1,295 |
Sadly there is no way to change the default heath of the turrets and I don't want to use the default as its stupidly high. There is also no input on turrets for exploding so the box is the best I could do. Can't you "OnBreak" "turret1,sethealth,,0,1"? Or better yet, use a logic_auto and use "OnMapStart" "turret1,sethealth,,100,1"? |
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Jul 22 2010, 10:59 AM
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#30
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 71 Joined: 30-August 08 From: United Kingdom Member No.: 179 |
Can't you "OnBreak" "turret1,sethealth,,0,1"? Or better yet, use a logic_auto and use "OnMapStart" "turret1,sethealth,,100,1"? Nope there is no sethealth input, I also tryed "turret1 > AddOutput > health 0" (IMG:style_emoticons/default/sad.gif) |
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Jul 22 2010, 11:25 AM
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#31
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Uploader Group: Uploader Posts: 576 Joined: 9-August 08 Member No.: 57 |
Right, beta 5 is now up on my server. Will try and play at some point.
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Jul 22 2010, 07:55 PM
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#32
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 71 Joined: 30-August 08 From: United Kingdom Member No.: 179 |
Updated to syn_desert_assault_beta_6
Added
Changed
Fixed
Woot almost done. If anyone can give me feedback on map difficulty, with different number of players that would much appreciated. (IMG:style_emoticons/default/smile.gif) |
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Jul 30 2010, 09:34 AM
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#33
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Moderator ![]() ![]() ![]() ![]() Group: Moderator Posts: 491 Joined: 15-June 09 From: Victoria, Australia Member No.: 1,295 |
It's on CF, just nominate it then rtv. Or add me on Steam and I'll change it for you.
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Time is now: 8th September 2010 - 10:15 PM |