lots of WARNING: Generate Permanent Shader . MAX_SHADERS hit
ERROR: DEFAULT_MODEL (sarge) failed to register
-server shutdown-
AAS shutdown
RE_Shutdown (0)
HUNK_Clear: reset hunk ok
lots of WARNING: Generate Permanent Shader . MAX_SHADERS hit
ERROR: DEFAULT_MODEL (sarge) failed to register
-server shutdown-
AAS shutdown
RE_Shutdown (0)
HUNK_Clear: reset hunk ok
Well, this is going to have to be my final submission:
http://www.phantazm11.com/content/downlo…dm6_mapcore.zip
I lowered the trigger_hurt into the pit somewhat, making it more realistic when you get slaughtered, fixed the clipping at the pipes (it may be a little high now, but at least you don't get stuck), autoclipped the rest of the rock faces, reduced the size of a few textures, and optimized the map just a bit more.
If anyone has the time, could you please check the download and make sure everything looks kosher?
Good luck to everyone!! ![]()
Well crud, guess I will have to use my release candidate for my entry then.
Good catch Pat! Thanks a ton for looking at this. I will finally have time to check out the other entries tonight. I can't wait to check out yours!
a couple more things:
1. the map could use another armor i think. if you draw a diagonal line through the layout, one half of the map holds the MH and the RA while the other half only has one YA and the Quad. how about putting a second YA by the "11" where the 50 health is now? that way there is something valuable there even when the quad is not around.
2. it's too dark for me and it really affects my map learning process. it's no fun to memorize a layout in the dark. what compiler settings are you using? i think an extra radiosity bounce would actually do the trick quite nicely.
one other small thing was i thought the RL would make more sense in the pit below where it currently is now, right in front of the bouncer.
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