PDA

View Full Version : Juno - beta7, final?


Pet
August 23rd, 2006, 11:05 PM
DOWNLOAD (http://idguild.servegame.com/tfc/junob7.zip)

Changes:

- first aid in plane gives a lil health
- crouching/landing on tanks should not get you stuck anymore
- teles can't be built on caps anymore
- bug fixed where 1/2 of a cap changed color when capping
- sandbags changed to non-model: they behave better but are stinkin ugly
- sniper can no longer stand on cp4 sign overlooking cliff towards det hole
- message for attackers on last cap no longer say "navarone HQ" now "juno HQ"
- bag outside of cp3 area moved near the kittenkraftrad (the tank/motorcycle)
- bag in tunnel to cp4 moved a lil further into that end tunnel room
- hopefully fixed bug where standing on nade bag when 2 is capped gets u stuck... now box rises out of the ground and should lift players off it
- no more getting stuck on cliff face outside of det hole
- spawning and jumping down from beach building no longer results in damage

I think that should be it as far as bugs go... the one bug i was unable to fix was the beach thing that you see floating out in the distance as you stand near the det hole building, but thats a HL engine bug so meh

on Hotsands as junob7, fast download, rmf is included in zip. unless any more serious bugs happen, this will be final version thank god, then I'll retire for good (again)

valk
August 23rd, 2006, 11:18 PM
dont retire, i love ur work D:

Pet
August 25th, 2006, 03:55 PM
so does this need another playtest??

Nuggs|*1
August 25th, 2006, 05:22 PM
When I get my PC up this weekend I'll be sure to give it a run. I remember this map from its early days and it was a lot of fun, Im looking forward to playing it. Any organized playtests coming up?

Capita
August 25th, 2006, 06:04 PM
When I get my PC up this weekend I'll be sure to give it a run. I remember this map from its early days and it was a lot of fun, Im looking forward to playing it. Any organized playtests coming up?

About a month ago we had a playtest, and that's how he fixed these "problems"
Not sure if there'll be another one, since it was so closed to finished last time

Pet
August 25th, 2006, 06:13 PM
yeah if i get a few ppl calling for some revisions i'll run a playtest, otherwise the last huge double playtest should be enough, everything has been fixed. All i ask is that everyone give it a run-thru, Jomma is running it on #adlpickup on occasion, check it out so I can close the books on this one.

di.oof
August 25th, 2006, 06:19 PM
Dammit Pet - you still haven't made it so that if you touch the propellers you die... :(


<3

_loche
August 25th, 2006, 06:30 PM
dont take out the bleeding tanks

Edy
August 25th, 2006, 08:20 PM
My only thought is that cap 3 is way too close to cap 2, otherwise a fantastic map.


You can't really take out the bleeding tanks without causing other problems with the clipping boundries of the model.

_loche
August 25th, 2006, 08:35 PM
good, i said dont take them out

Pet
August 25th, 2006, 09:57 PM
tanks stay; the shortness of cp3 is designed for people who are able to strat out of the box (ie think of cp3 as a defensive intermission for cp4 etc) instead of formulaic "the caps must be X far apart" clones; and if you are able to stand at the propellers (hello noclip) then you deserve to live to enjoy the view

valk
August 30th, 2006, 01:46 AM
WHAT propellers

di.oof
August 30th, 2006, 07:56 AM
on the airplane that you jump out of?

Pet
August 30th, 2006, 11:17 AM
tell u what, if i have to do a recompile for any reason i'll add it :)

but so far all the bug fixes seem to point to this being final version

valk
August 31st, 2006, 01:30 AM
sif make it that they kill u D: