New maps!

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S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

New maps!

Post by S_hift »

So I'm already done with 5 maps already and need to finish a few more. They're basically new spawn maps for the server. They're compatible with annihilation and especially base, and they are not clientside since i used the original tribes .mis and .dsc

The new mission type is Outdoor Spawn CTF
It is a deathmatch style ctf, where the players must find pickups and capture the flag to maintain an advantage and win.

There are an assortment of pick ups ranging from laser rifles (sorry anni) to shieldpacks.

I've tested each map personally on a mid level pc, so the maps should play for anyone using tribes 1.11 and above.

I will be updating it, but I think 5 would be enough to let the server try them out for now. Then if they like them, i'll make more.
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S_hift
Posts: 1963
Joined: Fri Dec 23, 2011 1:42 pm

Re: New maps!

Post by S_hift »

anyway heres a preview. Its not 100% done for base, but for anni spawn it is 100% playable and totally serverside.

Bonehenge
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Blastside
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DX
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Hillking2K17(I had planned on making a new years version, but meh)
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Snowflake
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DoD
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download link for server operators :D
http://www.mediafire.com/file/181cnzguy ... _Spawn.zip
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S_hift
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Re: New maps!

Post by S_hift »

Bump! Any chance of getting these on the server tonight so I can test the balance of the maps?

They are made for regular annihilation spawn armor or the enhanced load out spawn armor. They're just not ready for base servers yet. I have about another 8 left in the works as well.
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SpydeR.
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Re: New maps!

Post by SpydeR. »

nice I enjoy Anni Spawn, I think it should be played more often.. Even if we get some Anni Spawn scrimmages or Pick up games going that would be cool.. Kinda evens out the playing field for players who are not as dominate. Thanks Shift.
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S_hift
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Joined: Fri Dec 23, 2011 1:42 pm

Re: New maps!

Post by S_hift »

Yeah the problem I had with the current spawn maps is that they're indoors

I know why they're like that too.

I wonder if Perrin can add a script to my maps that penalizes players with a 10second re spawn time and +10 for every out of bounds flag throw. So if you do it six times that's a full minute till you're allowed to respawn. Also an auto temp ban of 30 minutes if you try to dodge the punishment by disconnecting
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S_hift
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Re: New maps!

Post by S_hift »

bump perrin can you add these maps to server for balance testing D:
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perrinoia
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Re: New maps!

Post by perrinoia »

I suppose.

Some advise, though:

Copy the base specific weapons in the MIS file and rename the copies to something annihilation specific.
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S_hift
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Re: New maps!

Post by S_hift »

i dunno how, i don't use the annihilation editor. can you upload yours? also don't you have editor for 1.40? does it work good?
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perrinoia
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Re: New maps!

Post by perrinoia »

No, no, no...

Open the MIS file in a text editor, you knob.

To answer your question, 1.40 comes with the editor.

The file you must execute is simply in a new location.

Code: Select all

exec("scripts/client/editor/editor.cs");
There is a separate editor.exe in the same directory as tribes.exe, but they are identical (besides the filename), as far as I can tell.

There are two reasons NOT to use 1.40 for editing maps.
1) When you save the mission, it creates files that are incompatible with 1.11 hosts. It only takes a minor tweak to make them compatible, but it's an extra hassle.
2) Much like editing in 1.11 with openGL, if you push the editor camera through the selected object, there is a good chance tribes will crash.
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S_hift
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Re: New maps!

Post by S_hift »

hmm actually it doesn't do that. It's weird but i have a setting in tribes that optimizes grahpics for intel chipsets

what would annihilation weapon specific even look like. I don't know whether to use itemtype or strait up weapon name. or what the code would look like
like where it says chaingun rename it to vulcan?

Code: Select all

	instant Item "Chaingun1" {
		dataBlock = "Chaingun";
		name = "";
		position = "-93.5666 -56.3898 129.005";
		rotation = "0 0 0";
		destroyable = "True";
		deleteOnDestroy = "False";
		rotates = "True";
		collideable = "False";
		count = "1";
	};
};
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