Page 1 of 1

Emergency map rotation change!

PostPosted:Wed Apr 09, 2014 6:23 pm
by Clank
I know that the 2 months are not up yet for the map rotation to be changed but i simply cant stand the t3_rift map anymore it just a downer for the framerate but its not just me im sure a lot of people agrees with me so im hopping this poll will be approved and if so to have vjun3 instead of it
if no then im happy with just it being removed

Re: Emergency map rotation change!

PostPosted:Wed Apr 09, 2014 7:46 pm
by Difionex
I think we should change it to Taspir ( Not sure about the name ) because it's my favourite map and I don't think that people will lag on that map. Because once someone changed the map to it. And I don't think anyone lagged on it or anything.

This map
Image

Re: Emergency map rotation change!

PostPosted:Wed Apr 09, 2014 8:17 pm
by MasterM
Deadshot wrote:I think we should change it to Taspir
I thought the issue with that one was that it was too small. I don't mind it being changed to Taspir or anything else; I'm not a huge fan of rift either.

Re: Emergency map rotation change!

PostPosted:Wed Apr 09, 2014 8:32 pm
by Clank
MasterM wrote:
Deadshot wrote:I think we should change it to Taspir
I thought the issue with that one was that it was too small. I don't mind it being changed to Taspir or anything else; I'm not a huge fan of rift either.
i think the case about being too small is the duel_5 or 6 wich is similar to taspir

Re: Emergency map rotation change!

PostPosted:Wed Apr 09, 2014 11:56 pm
by jawfin
I can swap out t3_rift for ffa5 if people want that. I would say though you have an interesting definition of the word emergency.

By the way, is it worth converting the Noghri map (Haven i think) for mp?

Re: Emergency map rotation change!

PostPosted:Thu Apr 10, 2014 12:42 am
by John
Idk about that on. Might have fps problems for some. It would be cool if you could lock all the doors and keep people in the central area for admining sake. The other big issu, similiar t3_rift is useable dueling space.

Re: Emergency map rotation change!

PostPosted:Thu Apr 10, 2014 2:23 am
by Key
Jawfin wrote:I can swap out t3_rift for ffa5 if people want that. I would say though you have an interesting definition of the word emergency.

By the way, is it worth converting the Noghri map (Haven i think) for mp?
I second these motions.

The Noghri map is t3_Hevil, I'm not sure if that's the one you're referring to or not - but I when I had a crappier computer I played on a !!BOSS!! Lugormod server that ran this map. Even with all the added models/lights/effects (since it was indeed LM), it wasn't that bad on the frames. Hevil is actually a significantly smaller sized map when compared to Rift and uses MUCH less terrain brushes (which can be painful to the FPS).

Re: Emergency map rotation change!

PostPosted:Thu Apr 10, 2014 2:25 am
by jawfin
Yea, its more of a fun map then opposed to ffa and dueling. Basically the same story as wedge is.

I'll have a go at it sometime. Like most bigger maps if I put the spawn points nearest the largest open spot it tend to sort itself as far as FFA & dueling goes - but still, can't think of where that would be!

Re: Emergency map rotation change!

PostPosted:Thu Apr 10, 2014 3:33 am
by Gollum
out of the current 8 votes none of them are 'I like Rift'. Can i safely say it's going off the rotation? :L

Re: Emergency map rotation change!

PostPosted:Thu Apr 10, 2014 4:21 am
by Jato
you could try asking nicely of the powers that be ;)

That being said as jaw is open to it I'd vote the noghri map

Re: Emergency map rotation change!

PostPosted:Thu Apr 10, 2014 8:13 am
by Lothar
I'm personally not bothered much by the current map choice but I'd like to see (The lava map? ) back on the rotation.

Re: Emergency map rotation change!

PostPosted:Thu Apr 10, 2014 12:24 pm
by Clank
I say we have a trial run for the noghri map

Re: Emergency map rotation change!

PostPosted:Sat Apr 12, 2014 1:40 pm
by Zabuza
The only nuisance about t3_hevil is that there is an "invisible" ship at the spawn area. To remove it, you would have to decompile the map and remove the ship's physics brushes. However, decompiling the map messes up textures and you will have to manual reset each texture by hand. Unless there's another way to do this? :S

Re: Emergency map rotation change!

PostPosted:Sat Apr 12, 2014 2:13 pm
by Jato
Zabuza wrote:The only nuisance about t3_hevil is that there is an "invisible" ship at the spawn area. To remove it, you would have to decompile the map and remove the ship's physics brushes. However, decompiling the map messes up textures and you will have to manual reset each texture by hand. Unless there's another way to do this? :S
Ah if itd b a huge ordeal id vote just leave it as it is, the current rotation is nice

Re: Emergency map rotation change!

PostPosted:Sat Apr 12, 2014 2:37 pm
by jawfin
From memory that spawn area is way below the rest of the map and so I would move that spawn point anyway. Same issue though, where on that map should I focus the spawns - where could be a main FFA area?

Re: Emergency map rotation change!

PostPosted:Sat Apr 12, 2014 8:53 pm
by Key
Jawfin wrote:From memory that spawn area is way below the rest of the map and so I would move that spawn point anyway. Same issue though, where on that map should I focus the spawns - where could be a main FFA area?
- Edit -
Alright, talked it over with Zab... gonna figure out how to deal with the physics clips.

Anyways, the most open / flat area on the map unfortunately is not very large itself. However I've seen this location used on mostly every server that hosts this map, thus I suggest the spawn area to be here:
Image

Another good location is the very top of the map (I believe)... however there's a lot of work that may need to go into removing the top brushes. I can do it in MakerMod real time, so here you can see the before/after:
Image
Image

And finally this location, which is a little inconvenient and out of the way, (but more spacious) is here:
Image

Also, as a last suggestion - which I kinda like, the water can be removed and you'd get a VERY large open / flat area that looks like this:
Image

Also, here's a source that if anyone wants to look into may be able to help solve a few problems:
BSP Editing


I will try and take a look at it myself if I can get revised BSP's to compile. If I'm right about this, then we can move the main spawn area back down to the single-player spawn area.

Re: Emergency map rotation change!

PostPosted:Sat Apr 12, 2014 9:09 pm
by Clank
Cant the water be removed just as it was in mp/duel5?

Re: Emergency map rotation change!

PostPosted:Sat Apr 12, 2014 9:13 pm
by Key
Clank wrote:Cant the water be removed just as it was in mp/duel5?
Yes, I didn't realize how it was possible until I was talking to Zab. The shader that is applied to water is what makes it "water". So if we map a new shader to the water shader, it will no longer have its water-like properties.

Re: Emergency map rotation change!

PostPosted:Sun Apr 13, 2014 3:09 am
by jawfin
The underwater seems the smartest option. There's probably some triggers which need removing there. Is a lot of work, if I get bored with my work I could tackle it, otherwise if anyone wants to have a stab at it is fine also.

Re: Emergency map rotation change!

PostPosted:Sun Apr 13, 2014 3:21 am
by Jato
But i like the water :(

Re: Emergency map rotation change!

PostPosted:Sun Apr 13, 2014 10:41 am
by Lothar
The water is most definitly the best option avaliable.

Oh and just to say I for one really appreciate your efforts on this guys! :-)

Thank you.

Re: Emergency map rotation change!

PostPosted:Sun Apr 13, 2014 11:46 am
by Zabuza
Kiki and Zibzab might stab it with a fork today