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Scify
- Posts: 1003
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by Scify » Sun May 17, 2009 11:30 pm
" If I had a brain, I'd be dangerous!"
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-HellFire-
- Posts: 1356
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by -HellFire- » Mon May 18, 2009 4:52 am
gopostal wrote:The portal map thats on the server is pretty much the same thing. I removed the various teleporters that took you to different single player levels because that's what we use mapvote for.
Now there are no monsters, and you can reach the end in 10 seconds.
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gopostal
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by gopostal » Mon May 18, 2009 7:50 am
It's not designed to be a monsterhunt map. It's purpose is very much like the server reset maps that are running on the MHM servers. You use that to decide which map to play. Kind of like an in-game mapvote. I just left it in in the hopes a mapper might use it to create a branching map with that as its center.
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BIOMECH
- Posts: 1838
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by BIOMECH » Mon May 18, 2009 1:04 pm
Hmmmm...each of the portals teleporting you to a different area with the terrain copied over from Unreal 1.
Would if I could

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BIOMECH
- Posts: 1838
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by BIOMECH » Tue May 19, 2009 1:46 pm
DeadCity3
Just so glitchy:
#1: The sniper rifle doesn't respawn.
#2: Many of the lab windows are an HOM mess.
#3: If you enter the Fire Department you instantly crater.
#4: At least one of the beds in the Penthouse Suite you can jump straight into, like a hologram.
#5: The zombies don't flee very well in the day.
#6: The zombies don't break into enough buildings, OK that's just my personal opinion.
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gopostal
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by gopostal » Tue May 19, 2009 5:44 pm
Yay. Another DeadCity to work on.
Forgive me if I take a pass on this one?

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Scify
- Posts: 1003
- Joined: Sun Aug 28, 2005 12:15 am
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by Scify » Wed May 20, 2009 12:06 am
LavaGiant Start game 0 MONSTER bad map

" If I had a brain, I'd be dangerous!"
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gopostal
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
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by gopostal » Wed May 20, 2009 6:30 am
I think I posted once on lavagiant. Yes it has no monsters. It has the basic framework for an MH map if someone would like to monsterize it? Be a good MH-Face type map with some good open areas for combat. I never removed it in the hope someone might take it as a project.
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BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
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by BIOMECH » Wed May 20, 2009 7:29 am
gopostal wrote:Yay. Another DeadCity to work on.
Forgive me if I take a pass on this one?

Sure gopo, just making sure everyone is aware of the problems

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gopostal
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by gopostal » Wed May 20, 2009 7:41 am
The main problem with the DC maps is that they aren't squared off. The zones overlap each other instead of being distinct. When you do that you run the risk of making holes and errors like the fire department one. I'm not at all sure why it was done that way, but it's not very good. Fixing it would be almost like remaking the map too.
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*POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
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by *POTS* » Wed May 20, 2009 5:16 pm
BIOMECH wrote:DeadCity3
Just so glitchy:
#1: The sniper rifle doesn't respawn.
#2: Many of the lab windows are an HOM mess.
#3: If you enter the Fire Department you instantly crater.
#4: At least one of the beds in the Penthouse Suite you can jump straight into, like a hologram.
#5: The zombies don't flee very well in the day.
#6: The zombies don't break into enough buildings, OK that's just my personal opinion.
#7: The nocturnal sky is messed up and "blinky", is it just me? I've noticed something similar also on December24th and this is strange, because it's never happened to me before on Vatcilli's map.
Plain Old Telephone Service
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BIOMECH
- Posts: 1838
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by BIOMECH » Thu May 21, 2009 7:16 am
POTS, If you spend all your time stargazing...

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*POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
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by *POTS* » Fri May 22, 2009 4:57 pm
TMH-MonsterMazeBeta
Reason: UT froze at the end of the map and I got an endless D3D error.
Code: Select all
Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Log: D3D Driver: warning - failed vertex buffer lock+flush.
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Plain Old Telephone Service