Thread: Sc_Persia (Final)

Page 2 of 2 FirstFirst 12
Results 26 to 37 of 37
  1. #26
    Level Designer at Streum On Studio Skacky's Avatar
    Join Date
    Aug 2005
    Location
    France
    Posts
    190

    Re: Sc_Persia (Beta)

    Wow, thanks all, sorry I was on NS mapping and I forget on of my fav mods of all time, Sven Co-op.

    Well, I've tons of mapping project, and I dunno if I'll finish all of them, but here's my current ToDo list :

    - finish apocalypse_please
    - make apocalypse_please2
    - finish co_mandaris
    - finish ns_bliss
    - update and fix sc_persia

    And after.. I don't know what I'll do..

    If I'll lower Robogrunt hp to 225, it would be cool ?
    I'll try to reduce the polycount and the enitycount, the entities are way too many (something like 420 entities total :-° )

    Thanks thanks thanks for playing the map !

  2. #27
    Mapper Nih's Avatar  
    Manager
    Join Date
    Dec 2002
    Location
    Denmark
    Posts
    5,486

    Re: Sc_Persia (Beta)

    Unless you're giving the players some explosive weaponry, I'd say standard health for robogrunts would be better.

  3. #28
    Level Designer at Streum On Studio Skacky's Avatar
    Join Date
    Aug 2005
    Location
    France
    Posts
    190

    Re: Sc_Persia (Beta)

    Ok, thanks.
    If I can work on it this holiday, here's some things I'd change for the 1.3 version :

    • Put some clip on some spots (like the hanging area)
    • Lower the Robots HP, and make explosives weapons reachable (only in the middle of the map, near the Sniper Rifle)
    • Fix English errors (shame on me)
    • Create a .cfg for the weapons at beginning, remove the weapons and start and just let the ammo on the little crates
    • Place models (I know why it bugged before)
    • A few tweaks in some areas
    • Lower polycount and enitycount
    • etc etc

  4. #29
    warrior spy-warrior's Avatar  
    Contributor
    Join Date
    Nov 2006
    Location
    Europe, France, Paris
    Posts
    2,969

    Re: Sc_Persia (Beta)

    Quote Originally Posted by Skacky
    Ok, thanks.
    If I can work on it this holiday, here's some things I'd change for the 1.3 version :

    • Put some clip on some spots (like the hanging area)
    • Lower the Robots HP, and make explosives weapons reachable (only in the middle of the map, near the Sniper Rifle)
    • Fix English errors (shame on me)
    • Create a .cfg for the weapons at beginning, remove the weapons and start and just let the ammo on the little crates
    • Place models (I know why it bugged before)
    • A few tweaks in some areas
    • Lower polycount and enitycount
    • etc etc

    If you create a server for playtesting, tell me
    hello
    I can create a sverver for tests maps
    ++

    salut
    je peut cree un sverver pour le teste de la maps
    ++
    Patience is a virtue greatly needed by those who attempt great things.
    La patience est une vertu fort nécessaire à ceux qui tentent de réaliser de grandes choses.

    Server SvenCoop
    I love the mods svencoop
    World time zone & Look clocks

  5. #30
    Level Designer at Streum On Studio Skacky's Avatar
    Join Date
    Aug 2005
    Location
    France
    Posts
    190

    Re: Sc_Persia (Beta)

    Persia final version is up here :

    [Download URL Removed; map is included in Sven Co-op 4.0]

    Changelog :
    [FIXED] Strange bugs
    [FIXED] My english *bleh*
    [FIXED] Cfg file, you've got now the weapons at start
    [FIXED] .res file updated
    [ADDED] Easter-egg
    [ADDED] Clip blocks in some areas
    [ADDED] monster_tripmines in some spots
    [ADDED] Explosive weaponry at the hanging passage
    [REDUCED] Polycount and Entity Count
    [REDUCED] RoboGrunts hp, 350 --> 225
    [CHANGES] Removed some snipers and added some grunts in the hang passage

    Many others

    NOTE : the old links are broken, the new zip filename is sc_persia_final.zip
    Last edited by JPolito; 24-12-2008 at 03:51 PM.

  6. #31
    Mapper Nih's Avatar  
    Manager
    Join Date
    Dec 2002
    Location
    Denmark
    Posts
    5,486

    Re: Sc_Persia (Beta)

    Alright, I finally got to play the new version. Certainly a big improvement. I think it's safe to say that this map is now BOMS worthy

    There is one complaint I still have about the map. While completing the first part of the map there always has to be one player left behind. This is a really bad gameplay decision. While requiring a player to boost can create more teamwork, leaving a player out of the game isn't fun. It would be better if, once a player has been boosted onto the balcony, he could activate some kind of plank, allowing the other player to come across. Doesn't matter much though, as it's a pretty short area.

    Also, I didn't find any tripmines but I guess i didn't look hard enough

  7. #32
    Administrator JPolito's Avatar  
    Manager
    Join Date
    Apr 2004
    Posts
    7,555

    Re: Sc_Persia (Final)

    Played with Nih again. Definitely BOMS worthy, though I agree with Nih on all of those things. I would also place the sniper rifle and grenades somewhere in the little house area you have to run through so that players can pick them up every time they need to continue in the map. It's rather annoying to have to keep going out of your way to get grenades and the sniper rifle.

    Other than that, the map was a job well done.

  8. #33
    Registered User
    Join Date
    Sep 2006
    Posts
    17

    Re: Sc_Persia (Final)

    Bon boulot.
    Good work.

  9. #34
    Someone Special cscarlet's Avatar  
    Contributor
    Join Date
    May 2002
    Location
    Mr Magics SC Server
    Posts
    6,408

    Re: Sc_Persia (Final)

    I played this map earlier and thought it was brilliant, mirrored
    [Download URL Removed; map is included in Sven Co-op 4.0]
    (7Zip Required to unpack archive!)

  10. #35
    Registered User
    Join Date
    Jul 2007
    Posts
    6

    Re: Sc_Persia (Final)

    I think it SUX §

  11. #36
    Administrator JPolito's Avatar  
    Manager
    Join Date
    Apr 2004
    Posts
    7,555

    Re: Sc_Persia (Final)

    Quote Originally Posted by Master-Poda
    I think it SUX §
    Constructive criticism or get out.

  12. #37
    Level Designer at Streum On Studio Skacky's Avatar
    Join Date
    Aug 2005
    Location
    France
    Posts
    190

    Re: Sc_Persia (Final)

    Don't worry JP, it's one of my old friends
    Visit my website

    Level Designer at Streum On Studio : http://eye.streumon-studio.com

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •