CTF-MI6

PostThis post was deleted by Einheit on Thu Jan 09, 2014 3:41 pm.

Re: CTF-MI6

Postby Einheit » Fri Jan 10, 2014 5:52 am

New version is ready for download now!
Comes with:
- Higher mid room
- Stages to reach the upper lane from the sides of the middle room
- A wider flag room

Get it here: http://www.sendspace.com/file/nf1od8 (CTF-MI6_0801_v3)
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Re: CTF-MI6

Postby TimTim » Sun Jan 12, 2014 4:35 pm

Thanks!! Putting it on servers today.
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Re: CTF-MI6

Postby Einheit » Sun Mar 16, 2014 8:17 am

New version with some enhencements:
- Smaller bases, everything should be better to reach, less obstacles, more possibilities for attackers
- More obstacles in the middle room, easier to cross now
- Smaller down lanes, the "waterroom" is smaller

I actually wondered, if I should upload it for this consest or wait, but even if it fails it can be edited afterwards. This contest is not for winning but for good maps imo.


Get it here: http://www.sendspace.com/file/n2rvg2

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Re: CTF-MI6

Postby TimTim » Sun Mar 16, 2014 10:07 am

New version is on servers!
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Re: CTF-MI6

Postby chamberly » Tue Dec 23, 2014 4:23 pm

medor wrote:Log: Possessed PlayerPawn: TMale2 CTF-MI6_2512.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D9Drv.dll
Log: Initializing D3D9Drv...
Log: Enter SetRes()
Init: Depth bits: 24
Log: 8 Texture Mapping Units found
Log: Trying to use S3TC extension.
Log: MinLogTextureSize = 2
Log: MaxLogTextureSize = 13
Log: UseDetailAlpha = 1
Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: EAX 1.x sound hardware found!
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 3.299701 seconds
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object TMale1Bot CTF-MI6_2512.TMale1Bot0, Old State State Botpack.Bot.Roaming, New State State Botpack.Bot.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/25/13 16:03:32


How did this get fixed? Someone making a map and it kept giving the same error as I test it on my server.
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