[OpenSource]Dys_Stronghold b6b - 04/Dec/11
PostPosted: Sun Mar 19, 2006 10:08 am
This project is now Open Source, feel free to use any of the content in the source zip below!
Map: Dys Stronghold
Start date: 01/03/06
Status: Beta - Layout 6b
Recommended players: 10-14
Dystopia Version: V1.2
SourceCode:
http://icepick66.co.uk/Uploads/dys_stro ... 6b_src.zip
You'll have to use packrat to get the textures and models in the bsp below that are not mine (Thus cannot be opensourced)
Feel free to do whatever you please with any of the content in the zip
Download:
You will have to compile a version for yourself for 1.30 for previous dystopia versions use this link:
http://icepick66.co.uk/Uploads/dys_stro ... 6b.bsp.bz2
Setting:
Outskirts of a dystopia city, where punks are getting payback for an illegal takeover of land surrounding their shop.
First objective is semi nonlinear, with 6 routes to the objective, the map moves to a more Linear layout after the 2nd objective. Objectives are designed to take little effort to complete, to keep process high and avoid 20 minute stalemates. Defending teams have plenty of space to defend and lots of room to change their strategy and choke points.
Walkthrough:
Text: http://icepick66.co.uk/swalk.aspx
Video:
Screens
Known Issues:mat
FMS Ice programs does not orentate correctly if placed inside the node, works fine if you are outside the node however.
Emp bomb often gets stuck on the conveyors, simply turning the conveyor on/off and hitting it normally solves its movement.
Conveyor Model lighting is inconsitant.
Conveyors arnt effected by the emp blast.
Final 2 Doors have no trigger to open them.
Alot of props are pitch black
Changelog:
B6b - 17/10/09
+ Made map more leg booster friendly.
+ Fixed minimap texture (still running b5a's version tho, as new features are mostly underground).
+ Fixed Typo on bridge controls saying door controls.
+ Fixed car exploit
+ Updated skybox a tiny bit
+ Fixed a an area where you'd get stuck
B6a - 15/10/09
+ Fixed a bug where the teleport would not work in the 2nd round
+ Added more signs to help new players.
+ Added feedback to firewall button
+ Fixed the cliping on the police transport vech
+ Added a direct route to core from sewers, that opens after 8 minutes to keep the map moving.
+ Changed the final room's doors, reduces camping etc.
+ Removed corp turret in their ammo room to make it easier to kill the corp decker.
+ Changed a few textures to even the looks out and added extra detail to back of factory.
+ Fixed the street shield models not changing skin. (also the shield texture is much more obvious)
+ Added no entry signs to induce players the correct way
+ Prevented camping in the core room for corps (zaps energy away).
+ Changed the cyberspace skybox to be less annoying.
+ Reduced core health from 1200 to 800.
Stats:
Map: Dys Stronghold
Start date: 01/03/06
Status: Beta - Layout 6b
Recommended players: 10-14
Dystopia Version: V1.2
SourceCode:
http://icepick66.co.uk/Uploads/dys_stro ... 6b_src.zip
You'll have to use packrat to get the textures and models in the bsp below that are not mine (Thus cannot be opensourced)
Feel free to do whatever you please with any of the content in the zip
Download:
You will have to compile a version for yourself for 1.30 for previous dystopia versions use this link:
http://icepick66.co.uk/Uploads/dys_stro ... 6b.bsp.bz2
Setting:
Outskirts of a dystopia city, where punks are getting payback for an illegal takeover of land surrounding their shop.
First objective is semi nonlinear, with 6 routes to the objective, the map moves to a more Linear layout after the 2nd objective. Objectives are designed to take little effort to complete, to keep process high and avoid 20 minute stalemates. Defending teams have plenty of space to defend and lots of room to change their strategy and choke points.
Walkthrough:
Text: http://icepick66.co.uk/swalk.aspx
Video:
Screens
Known Issues:mat
FMS Ice programs does not orentate correctly if placed inside the node, works fine if you are outside the node however.
Emp bomb often gets stuck on the conveyors, simply turning the conveyor on/off and hitting it normally solves its movement.
Conveyor Model lighting is inconsitant.
Conveyors arnt effected by the emp blast.
Final 2 Doors have no trigger to open them.
Alot of props are pitch black
Changelog:
B6b - 17/10/09
+ Made map more leg booster friendly.
+ Fixed minimap texture (still running b5a's version tho, as new features are mostly underground).
+ Fixed Typo on bridge controls saying door controls.
+ Fixed car exploit
+ Updated skybox a tiny bit
+ Fixed a an area where you'd get stuck
B6a - 15/10/09
+ Fixed a bug where the teleport would not work in the 2nd round
+ Added more signs to help new players.
+ Added feedback to firewall button
+ Fixed the cliping on the police transport vech
+ Added a direct route to core from sewers, that opens after 8 minutes to keep the map moving.
+ Changed the final room's doors, reduces camping etc.
+ Removed corp turret in their ammo room to make it easier to kill the corp decker.
+ Changed a few textures to even the looks out and added extra detail to back of factory.
+ Fixed the street shield models not changing skin. (also the shield texture is much more obvious)
+ Added no entry signs to induce players the correct way
+ Prevented camping in the core room for corps (zaps energy away).
+ Changed the cyberspace skybox to be less annoying.
+ Reduced core health from 1200 to 800.
Stats:
- Code: Select all
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 230/1024 11040/49152 (22.5%)
brushes 1979/8192 23748/98304 (24.2%)
brushsides 12996/65536 103968/524288 (19.8%)
planes 5790/65536 115800/1310720 ( 8.8%)
vertexes 14624/65536 175488/786432 (22.3%)
nodes 4360/65536 139520/2097152 ( 6.7%)
texinfos 3021/12288 217512/884736 (24.6%)
texdata 490/2048 15680/65536 (23.9%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 445/0 8900/0 ( 0.0%)
disp_tris 736/0 1472/0 ( 0.0%)
disp_lmsamples 16009/0 16009/0 ( 0.0%)
faces 7270/65536 407120/3670016 (11.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5035/65536 281960/3670016 ( 7.7%)
leaves 4591/65536 146912/2097152 ( 7.0%)
leaffaces 8867/65536 17734/131072 (13.5%)
leafbrushes 3769/65536 7538/131072 ( 5.8%)
areas 17/256 136/2048 ( 6.6%)
surfedges 54349/512000 217396/2048000 (10.6%)
edges 34524/256000 138096/1024000 (13.5%)
LDR worldlights 179/8192 15752/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 667/32768 6670/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11592/65536 23184/131072 (17.7%)
cubemapsamples 30/1024 480/16384 ( 2.9%)
overlays 33/512 11616/180224 ( 6.4%)
LDR lightdata [variable] 4500672/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 108085/16777216 ( 0.6%)
entdata [variable] 350259/393216 (89.1%) VERY FULL!
LDR leaf ambient 4591/65536 110184/1572864 ( 7.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 6/0 72/0 ( 0.0%)
occluder vert ind 24/0 96/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/53504 ( 0.0%)
pakfile [variable] 408390/0 ( 0.0%)