Edge #1198
Replies: 30 comments
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Updated download link to r1432 (was missing fxlevelled mapmodels) |
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I haven't tested it yet, but it looks very nice. Great work 🙂 |
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Map with good texturing, usage of new features, without confusing layout and what is more important - the first ever map for 2.0 that looks really good, with a nice consistent theme around it. |
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Updated to r1571
Frame rates should be more stable now, as i've sorted out some of the lighting issues that were degrading performance. There's still a bit more texture/geometry work to do, mostly inside the "loading bay" room, and next to that soup decal with the curved lit windows. And possibly 1 or 2 more new textures that can function as billboards/adverts of sorts. |
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What's the ETA for the final map? I'd be interested in adding it to my server even if it isn't included in the official game. |
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This map is, as indicated on the sidebar, planned for 2.0.1 which will release in a few months. |
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You can download the zip now and put it on a server if you want, but be warned there are some extra assets in the unixfreak/edge/ folder, anyone who connects / getmap will see several texture errors as the data files aren't sent across servers (only the mpz,cfg,txt,wpt files are) |
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Updated to r1658
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Updated to r1703
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you exclude the cfg file in your zip. I tryed without and see flying trees ;D |
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oops, you're right, i'll update again (slightly more recent version) |
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Updated to r1714
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Nice design! good work but is this high shooting point wanted? |
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Thanks.Didn't notice that was possible to stand in, it should be fixed yeah. I think it's a problem with the skytextured cubes i'm using to add clipping along that angled edge. They have a small gap below as to not occlude neighbouring textures. I will see if i can replace those cubes later, with alpha material (using the |
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Maybe not a bug but is this texture offset correct? I tried an offset in y of 321 an it looked way more centered then before. |
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Yeah that texture is intended to be offset like that. |
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Updated to r1735
Can't spot any obvious problems with the map right now. |
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Updated to r1737
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Updated to r1741
Forgot to do this earlier;
Should be last update to this map for now, unless any bugs/clip problems are found. |
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Updated to r1758
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Updated to r1763
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Updated to r1768
Combed through the entire map the past hour, can't spot any more issues, will open a pull request shortly. |
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Updated to r1791
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Updated to r1795
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Awesome map! 💯 |
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@thomorl cheers 👍 |
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@Jigoku I would set |
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Hmm, i think mapbalance should apply to all modes |
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Oops, ignore my last comment, |
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Edge
A cyberpunk/industrial sci-fi themed map for RE2.
Ideal gameplay:
The map also supports team spawns, along with dac/ctf/bomber on the side, i have no idea how it will place in those modes (seems alright with bot matches), have also set
mapbalance 1
as for the asymmetrical layout. It's probably best suited as a ffa map however.current version = r1795
Download: edge-r1795.zip
Pull requests open here:
redeclipse/maps#59
redeclipse/misc#2
It's worth pointing out, i've tried my best to make sure almost every surface is usable with the parkour mechanics, there are lots of ways to get around the map very quickly that might not be too obvious at first, so hopefully there's a bit of fun for advanced parkour movement without it becoming cumbersome to newer players. The general layout is relatively simple, based around an 8 shape on an incline, but also has areas above the lower rooftops, and some passages to cut through and over.
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