Search found 37 matches

by Funjob
Mon Jun 13, 2011 11:08 pm
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA -Updated June11-

I don't mind if somebody fixes it.

I just don't wanna touch the map anymore because it's been a WIP for 4 years.

Just to let you know, it's going to be impossible to get the map below 128 MB.
by Funjob
Mon Jun 13, 2011 3:07 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA -Updated June11-

this map is great and all, but why don't weapons like the MK23 & the Raging bull respawn? Oh and the raging bull's reloading sounds dont work. The MK23, Raging Bull, and Tau are considered extra weapons and don't respawn because players receive extra points in the map score whenever they are pi...
by Funjob
Mon Jun 13, 2011 12:25 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA -Updated June11-

For those who haven't followed the development or read this thread entirely, I will reiterate. This map was made and released 'as is' to provide to those who wanted to see it after so much time in WIP. Thus I won't be wasting my time on it anymore. The reason why it felt like an alpha is because it ...
by Funjob
Sun Jun 12, 2011 11:24 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA -Updated June11-

Did you rename the map (i.e. compile it under a different name, do not simply rename the bsp - it breaks cubemaps)? If you didn't, clients are going to start getting "Map differs from server" errors. When that is resolved, I'll add a mirror for the archive file. No, the linkcounters on my...
by Funjob
Sun Jun 12, 2011 4:54 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

Okay, so it looks like the BSP totals out to 350MB with the weapons included. I thought there was some sort of file size limitation for maps (256mb) but it appears to load fine in OC. Writing the BSP was a different story though. I changed most of the songs that were not looping into MP3s and took o...
by Funjob
Sat Jun 11, 2011 1:18 pm
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

Strange, I'll have to reduce the amount of entities in the next version. Also, good news is that I have a way of compressing the files I choose into the BSP pretty fast. Should I include the weapons inside the BSP? I think I tested this once before and it didn't work. Or is it possible to load parts...
by Funjob
Sat Jun 11, 2011 12:00 pm
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

Are you running any sort of server side plugins along with the map? The Entdata on the map is really high, so memory isn't available. I'll take out some entities in the next version, I only tested with clean installs of OC, so I must have not noticed.
by Funjob
Sat Jun 11, 2011 6:28 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

I appreciate the feedback. Like I said, this map was the first large map I ever released on the Source Engine, and was more or less a test ground for what I was doing in source for other smaller maps. Like I said earlier, this map was built for 4 people in mind, but a bulk of the testing was done wi...
by Funjob
Thu Jun 09, 2011 11:01 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

Nah, hardmode doesn't really do too much but disable respawn and give more points in the the credit screen. I honestly don't expect anybody to really play on it. It's the little duct to the briefing room, if you break it before entering, you enter hardmode.
by Funjob
Wed Jun 08, 2011 1:28 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

http://fjmaps.com/maps/oc_NervA_Fix.7z is the fix for the files, I'll reupload the original with the fixes applied. If that res file doesn't work, I wrote my own set of scripts that made a different .res file. The one in the 7z, is the one from the generator. I had to apply some fixes to it afterwor...
by Funjob
Tue Jun 07, 2011 11:40 pm
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

Its missing a .res file for the custom stuff. I didn't know source still used .res files, is there any generator or do I have to write this out? It was kinda my first big map release on Source, most of my larger maps were done on Goldsource. Anyway, i still without understanding why i appear in the...
by Funjob
Tue Jun 07, 2011 12:33 pm
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

Thanks! I was really unsure about using so many custom objects because of the filesize for the map. The map now is practically a mini-mod though. When I ran most playtests on this map, I found a range of 30 minuets to 120 minuets depending on if the player has played the map before. I had people get...
by Funjob
Tue Jun 07, 2011 11:08 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

Re: oc_NervA

Nice, thanks.
Did anyone have a chance to play it yet?
by Funjob
Tue Jun 07, 2011 7:47 am
Forum: Map Releases
Topic: oc_NervA -Updated June11-
Replies: 59
Views: 60854

oc_NervA -Updated June11-

OC_NERV -A- Nerv A was the first campaign of the NERV set of maps. It's mostly likely the last considering what type of feedback I'll get on it. http://fjmaps.com/maps/oc_nerv_banner.jpg I wanted to personally thank the people on the Obsidian Conflict forums for encouraging me to finish this map. D...