(Note: I have addressed suggestions on the previous beta at the bottom)
This is the release before the final/public release. It is essentially finished unless there is a bug that needs a fixing.
This map is really big so don't get so scared at first. I designed it to be big, fun, FPS saving, and inter-connectable.
If you find anything unusual, odd, a bug, texture misalignment, etc that you please post it (with a screenshot preferably). If possible, please provide feedback, questions, etc.
Notes:
The enable and disable disco music switches are at the DJ table.
To use the map:
/devmap GJPBeta2
or
select Grand Jedi Palace Beta 2 in "Create Game"
Trailer:
http://www.youtube.com/watch?v=p6J6DzffmnA
(please remember to delete any previous versions before playing)
Download Link: http://www.mediafire.com/?8gaw7rkvqkschc6
You might like it so much you would want to put it on your server
----------------------------------------------------------------------------
To address the suggestions from the previous beta:
This is the release before the final/public release. It is essentially finished unless there is a bug that needs a fixing.
This map is really big so don't get so scared at first. I designed it to be big, fun, FPS saving, and inter-connectable.
If you find anything unusual, odd, a bug, texture misalignment, etc that you please post it (with a screenshot preferably). If possible, please provide feedback, questions, etc.
Notes:
The enable and disable disco music switches are at the DJ table.
To use the map:
/devmap GJPBeta2
or
select Grand Jedi Palace Beta 2 in "Create Game"
Trailer:
http://www.youtube.com/watch?v=p6J6DzffmnA
(please remember to delete any previous versions before playing)
Download Link: http://www.mediafire.com/?8gaw7rkvqkschc6
You might like it so much you would want to put it on your server
----------------------------------------------------------------------------
To address the suggestions from the previous beta:
Shadowff61337 wrote:As promised I placed maps around the whole map with the white arrow showing the direction you are facing while looking at the map.MasterM wrote:I downloaded it and gave it a go. It's a pretty good map, but one thing that struck me is that it's REALLY easy to get lost in. Everything sort of looks the same after a bit. The map helps, as do the teleporters, but getting around was enough of a pain that I sometimes just /killed and went back to the teleporters.Im gonna place a lot more 'maps' in the next beta. The downside of having a map that is big and inter-connectable is it being mazy. Once you play on it for awhile you'll get the hang of it.
Shadowff61337 wrote:I tried making a flying area and was unable to put it in the map. It was really nice too. It was like Doa_flight but a lot more simplistic and fps saving. It also had only base vehicle spawns, 1 for each (Xwing, z95, Tie-fighter, Shuttle). Sadly there is nothing I can do about it.MasterM wrote: I liked the landing platform and hangar, but when I see a landing platform and hangar, I kind of expected a ship that I could fly. This is kind of a minor concern, but still, it would be a cool addition.I'm actually gonna look into making a flying area, preferably one there or a tele to a separate area on the map. I kinda made the platform/pad to resemble FFA_bespin's.
MasterM wrote: I got stuck in the council room when I teleported there, and later I found out that the switches are controlled from the admin room that I couldn't get in because I was in solo mode without any commands. It would be nice if there was a teleporter out or something.I improved the admin room and made it simpler and a sign that shows coordinates to teleport in. Also the admin room, NPC room, etc starts opened and not locked.
Shadowff61337 wrote:Not sure if I fixed it because I still never found it.MadHatter wrote: 1) Some z-fighting on a door frame: Z-fighting. Can just fix this with some caulking i think.I dont see Z-fighting in the screenshot, or ingame, or in GTK Radiant. Maybe i'm missing something, any chance you can circle where?
MadHatter wrote: 2) Making the elevator activate when standing upon is more userfriendly. Took me a while to figure out to press enter since there wasn't a button. Elevator. Coords in pic.I addressed that by placing a switch on the elevator in the hangar and in the pillar room. A lot more obvious.