View Full Version : JB-Nyx

13th Sep 2005, 03:54 PM
Hi guys and gals! this is my new map for jailbreak, its taken sometime and i need your help to get it done :)

http://img226.imageshack.us/img226/2207/nyx15yb.th.jpg (http://img226.imageshack.us/my.php?image=nyx15yb.jpg) http://img274.imageshack.us/img274/8893/nyx37vp.th.jpg (http://img274.imageshack.us/my.php?image=nyx37vp.jpg)

http://img274.imageshack.us/img274/8572/nyx45ig.th.jpg (http://img274.imageshack.us/my.php?image=nyx45ig.jpg) http://img314.imageshack.us/img314/7039/nyx24xh.th.jpg (http://img314.imageshack.us/my.php?image=nyx24xh.jpg)

known issues :

no ambient sounds
no panorama
no music
no execution sequence (need help thinking of 1)
no loading screen or previews
1 tiny line bsp in red base on floor
can get behind some meshes in bases
lines in skybox (think im going to try and make my own)

i mainly need help with ideas for bot pathing, should i give them defend points and attack paths? is it a spam fest? are they getting stuck anywhere? things like that ;) , also would appreciate any help or ideas about weapons and placement.

and if anyone knows a good way to optimize the fps, if some one could take a look at where antiportals might be needed,that sort of thing ;)

enjoy and i hope you all like it :)

download here :http://www.evolved-systems.net/files/INIQUITOUS/JB-Nyx-beta.zip

13th Sep 2005, 04:01 PM
The first shot looks very Divergence-ish... :p (with different textures).
Nah, looks preety good. Another one to check out tomorrow... :)
[Edit:] I've just gotten it... and now you remove the link? What kind of sign is this? :lol:

13th Sep 2005, 07:06 PM
lol when i added it hazel noticed a mesh texture problem so i had to remove the link and redo it. but it should all be working now :) hehe im honoured if you think it looks divergence -ish, becus i think that map is sooo fricken cool!!!!!!!!!!!!!!

Vatcilli zeitchef
14th Sep 2005, 06:19 AM
I'll take a look at it aswell,
Shots look cool.:)

Took it for a run

Please put in some music I can't take the silence.
(as with the first map you made)

You should have at least put in a death cam before sending it or have
called it the Alpha, for Beta means ready but not tested.
Right now I get the annoying You have been executed message
after I capture the enemy.

also it looks all enemies take the same route

The thing about the skybox is the texture either being
Misaligned or too small.

14th Sep 2005, 12:19 PM
Tested it this morning:
> The layout needs some changes IMO:
- The paths are fairly well thought, but the possible z-axis gameplay is nearly zero.
- I also feel the map too symetrical, left and right sides could be different… ;)
- The size of the hallways is a bit cramped, and that’s a problem since lots of fights take place there… Consider scaling up the whole map a bit…
- The big stones in the stair-rooms should be removed, they stop all my dodges… :mad:
> Jails and arena don’t fit with the map, and the bots rarely take the teleporters to get out of them… There is no camera execution or it doesn’t work.
> The visuals are going good:
- Good meshwork, not-so-good brushwork. The bigger rooms still feel like cubes… :p; the hallways are well shaped though.
- Lighting still needs some tweaks, especially in the blue base. You also can add soft coronas in the holes in the ceilings like Zed did in JB-Relic. ;) More shadows could do a good work; make the main lighting come from outside.
- I don’t like some textures at all (I assume you know which ones are. Sorry, not enough time to shoot each one now…).
> About weapon pickups, I can’t say very much because it’s a symetrical map.
- There are too many ammo pickups, and lots of them and vials are placed too near the walls/corners (why everyone want players to get stuck? :()
- 2 BioRifles so close to each other don’t make sense; add only one in the middle. ;)

14th Sep 2005, 01:01 PM
ok thanks, alot to answer there form both of you. here goes....

yeah the beta thing. it was almost ready i thought, just needed an execution idea. thats what i need your help with. need ideas guys and girls!! no point putting a camera in i thought until its got something to look at. :(

the music, lol my first map had music, you must be thinking of my second :) i just totallt forgot about it on that map, because i dont play with music on and i just forgot! dont worry tho this one will have music! you can count on that ;)

the skybox. i did say i was gonna change it, definately if i cant fix the bottom bit of it, and ive looked at the texture laods. it is actually made up of several smaller cubes and on their own , none of them match but when all put together they do line up, but u can see the lines. i dont understand it. but im trying to make my own anyway :)

i dont think ill be scaling up the map. i wanted it to be small. about it being too symetrical, do you mean that you have two rooms at the sides and they ar the same layout more or less? if so yeah ill look into changing one side :) but i dont see how i can do it without causing great big bsp errors. the tunnels, because they are so complex shape they cause big errors alot. i could possibly make one side alot wider with different htings in it, mayb a weapon at the end or sumthing.

i really like the big stones. but maybe because the size of the room is too small for them? but they look really nice i think. mayb after i change one side so it isnt symetrical they wil only be in one side ;) the new bigger side :P

ive never seen the botd not get out on these last few versions...il have to go check that out. hmm. all over the map im using the same texture pacakge and mesh pack so i dont know how it couldnt go? and i think its new and original idea for an arena and jails to be laid out like that :) any alternative ideas maybe?

ill see what i can do to make the 3 bigger rooms more hhm.. organic and round!

lighting. yeah id love to make it more dark and shadowy but then you get hundreds of people complaining saying "its too dark, im scared" or "people can hide in the shadows" etc... a fine balance... but ill look into it.

yeah ok too much ammo. i wanted advice on what weapons to use and where to put them. like for example..should i remove the shock? is it not good having shock and link so close? things like that :)

yeah the bio rifle . ahh my fave weapon :) i did only hav t in the middle at first but because its onto of glass, from below u can see through the weapon base and you can see inside the mesh, i hate that. any ideas how i could fix that or work around it?

thanks. il get onto working on some of these probs straight away!

14th Sep 2005, 03:00 PM
There is a major exploit in the jails which is shown in the demo.

The only thing I'd suggest that hasn't already been mentioned is to turn off collisions on the lights in the corridors. At the moment it's possible to hit your head on them when dodging down the corridor, and bumping my head on stuff hanging from the ceiling has always been one of my pet hates.

14th Sep 2005, 03:29 PM

here is the changes made in this version of the alpha! hehe.

i changed lighting a bit, there is now more shadows :)

it has music! and sounds!

the bots shouldnt get stuck any longer. it was a matter of the movers being in the wrong key when i build paths. but all ok now :)

removed some ammo and put only one bio over the glass.

fixed Aersik's little jail escape escapade! (i hope lol)

taken off the collision so u dont bang ur head anymore :P

some texture changes.

me and my friend was talking about my map and we like the layout as it is now and we know that if we mess with the bsp it wil cause errors because of the tunnels we think. the stone pillar was giving you trouble lector? u do know u can double jump over it. or dodge over it , its not very big, stop walking into it!!! lol heres the link for the new apha :) tell me what ya think. altho keep in mind the layout probably wont change :(


looking mainly for problems with bots,weapons,ammo and fps :)

14th Sep 2005, 11:02 PM
Ooooh sleek :D

Man i gotta come back here more often :)

Vatcilli zeitchef
15th Sep 2005, 09:44 AM
I can't view the demo4 file what do I need?

About the execution how about loads and loads of gasbags?

15th Sep 2005, 09:53 AM
oh yeah i added cameras in the jails too . stil no execution tho ..

too view the demo, put it in your ut demo folder. then play the game. go to community. and go to demo's. in there if you click it, it will tell you what files you need to play it, if you need any. :)

Vatcilli zeitchef
15th Sep 2005, 09:56 AM
Ah thanks.
That's what happens if you get your ut2004 without a
handbook or readme, I'll check it out.
Ehm no demo folder.

never mind, don't have it? Make it!

15th Sep 2005, 10:06 AM
yeah ive got two installations of it and one of them (the one i use to map with) doesnt have a demos folder, it must get created when you make your first demo. try creating a new folder called "Demos" ;)

oh just saw your edit after i posted lol

Vatcilli zeitchef
15th Sep 2005, 11:09 AM
Map really looks great only one thing with the jails, it looks kinda strange
if you die immediathly when you jump off and Your corpse hangs in mid air only some inches below the platform.
Exploit seems fixed, though it was a nice escape route:(

16th Sep 2005, 12:21 PM
Very few changes in second beta, I would rewrite my last post again... :D
Some more things:
- I still think the layout needs changes. Now this could be called something like JB-Cyanide². :lol: You should make one of the sides a bit different (there are maps with much more complex BSP without bugs in them, so don't be afraid about that... ;)). I also miss a way to fall from the BioRifle foom to the Flak room (no, the jumpad hole is not enough for me...)
- Place a weaponbase mesh down the BioRifle base and mirror it vertically to fix the glitch.
- No, the stone shouldn't be there. You have a fairly open room, with that mesh there, it's just another cramped area. The lamps over the stones still have collision... :con:
- Add a bit more link ammo.
- The jails are too annoying with so much invisible collision around them. Blue execution camera shows the red jail... For the execution, you could use flying monsters, I don't know what else would fit in them...
- I assume you have permission for the music... :p
Keep on it! :)

16th Sep 2005, 02:11 PM
ok things i fixed

-jail camera tags
-assault paths and defence points
-the thingy where u die and hang in mid air
-weapon base prob

i wont upload another alpha yet tho until i do some more major changes. i did only take off one ammo pick up you know....you say with one more its too much so i take off 1, now u say too little? lol i did try and find whoever made the music but i couldnt lol XD.
so the main thing u want to see changed lector is one of the side rooms? wel il try but if i get a thousand bsp errors and my ed crashes im coming to find u! hehe

oh yeah about the jails... wel stop trying to jump off them! lol. i could take away all the collision except for whats stopping you from getting to the exit of corse...and see what thats like :)

16th Sep 2005, 02:23 PM
oh yeah. whats causing all the bsp errors is when i move around zone portals. inside the tunnles. so im afraid to move the tunnels, so il try n extend one side and do some stuff with it :)

16th Sep 2005, 05:52 PM
ok i fixed this now :

-the collision in the jails (i hope :) )
loads of other tiny things.........
but mainly ive changed one side room side lector suggested on the blue crystal side and need you to tell me what you think now lector :) if its all good then i can make it the same on the red side :)

do you think i should add more deco in the jails? maybe some crystals and mushrooms?

heres the new link :)


16th Sep 2005, 11:26 PM
ok ive been at it all night because after i changed one room i got addicted :P so i changed two rooms.

ive changed both rooms now, hope you like them :) ive played with the lighting some more :) moved a few things around (i think lector will be happy now :) ) and basically loads of tiny things i cant list here...but it took me hours!!! i have two probs at the mo.

1. you can see a mesh through the skybox :( how can i get rid of or hide it? a cull distance wouldnt work because its visible from far away in othe parts of the map, i took a screeny to show u.
2.a lighting prob on a mesh...i just couldnt fix it tonight and i wanted to upload this version for u :)

http://img159.imageshack.us/img159/5753/nyx013gm.th.jpg (http://img159.imageshack.us/my.php?image=nyx013gm.jpg) http://img291.imageshack.us/img291/5736/nyx028ga.th.jpg (http://img291.imageshack.us/my.php?image=nyx028ga.jpg)
http://img291.imageshack.us/img291/3593/nyx038kb.th.jpg (http://img291.imageshack.us/my.php?image=nyx038kb.jpg) http://img291.imageshack.us/img291/7190/nyx045bb.th.jpg (http://img291.imageshack.us/my.php?image=nyx045bb.jpg)
http://img291.imageshack.us/img291/1931/nyxprob2cu.th.jpg (http://img291.imageshack.us/my.php?image=nyxprob2cu.jpg)

downlaod new version here :) :http://www.evolved-systems.net/files/INIQUITOUS/JB-Nyx-alpha4.zip

Hans Oberlander
17th Sep 2005, 12:09 AM
Hey, cool map.

1. The palm trees when looking outside the windows disapear at certian angles
2. You can stan on top on arena
3. Can you make the bottom of the jail area a bit longer so u dont slam into the invisiable floor?

Vatcilli zeitchef
17th Sep 2005, 07:12 AM
Seems nice, how about testing it online a bit?

17th Sep 2005, 07:27 AM
Oh yeah about the jails... well stop trying to jump off them!I love doing walldodges there, eh, eh... :D

- New rooms are better, but I think the map is not well connected to them now. The ShockRifle has been moved to a small deadend, which hurts the map flow a little. Move and resize the hallways to make all the room useful, I post a bad picture with the idea.
- The lighting still needs more work. I don't feel there is a lot of light coming form the holes in the ceilngs, and... ehm... looks a bit too dark. :p
- I can see lots of cool waterfalls and leaves outside the map. What about making the jails feel over the map, so you can see a few waterfalls and stuff from them?

17th Sep 2005, 09:54 AM
hi :)

@ hans:
-there is no palm trees on the map lol but ill have a look at what you mean lol.
-yeah i know you cans tand on arena but someone wanted the collision on the jails taking off...
-slam into invisible floor? there is none except the very bottom of that subtracted cube, is that what you mean? under the arena? if so yeah i can change that :) but you should be dead along time before you get down there anyway...

-make up your mind sir!!! lol heeh first too much ammo, take off ONE pick up. rofl, now too little. now you dont comment? first too bright. i add shadows, now to dark? omg lol hehe.
-i cant move the hallways :( but i can maybe add another one ;)
-lighting...well how am i suposed to make it feel like alot of light is coming from the holes. because to do that surely the room has to be quite dark so only the light source is from the holes, which would make the room very dark because of the shadows the walls should cast...so now too dark..ok ill brighten them up but then the ligt is obviously not coming from outside..so help pls! can you give me any advice?
-about the waterfalls from the jails um where can i connect them that you cant see the connection? if you know what i mean but im gonna add more leaves and other things and see how it comes about.
-how can it be any smaller? the light box that is. because its the size of the hole....i could make it shorter if thtas what you mean :)

-already am testing it with some friends online :)

17th Sep 2005, 10:20 AM
so anyideas how to hide that mesh taht you can see through the skybox????? :(

17th Sep 2005, 11:06 AM
-make up your mind sir!!! lol heeh first too much ammo, take off ONE pick up. rofl, now too little. now you dont comment? first too bright. i add shadows, now to dark? omg lol hehe.I was just saying the LinkGun needed another ammo pickup, nothing about the others... :mad:
You are just doing changes on the map. Then you and us can judge if it's better than before. And IMO it's getting better, but that does not mean you have to undo some things... :)
-lighting...well how am i suposed to make it feel like alot of light is coming from the holes. because to do that surely the room has to be quite dark so only the light source is from the holes, which would make the room very dark because of the shadows the walls should cast...so now too dark..ok ill brighten them up but then the ligt is obviously not coming from outside..so help pls! can you give me any advice?Yep, you must keep the hole in the ceiling as the main lightsource, but that doesn't mean the ceiling should be completely black... the light bounces. :D If you still have some dark areas, add more lamps there... ;)
-about the waterfalls from the jails um where can i connect them that you cant see the connection? if you know what i mean but im gonna add more leaves and other things and see how it comes about.I don't know how to explain this... :hmm:
The jails could be located on the 'roofs' of the map.. but they don't need to be moved where the roofs should be... Just add some archy bellow them, with leaves, waterfalls and stuff... Like the top of a big tower (something like Morpheus3, a high structure with a long way to fall. Different theme obviously).
I'm sure you don't understand me yet... :hmm:
-how can it be any smaller? the light box that is. because its the size of the hole....i could make it shorter if that's what you mean :)Yeh, shorter. I often use wrong words. :rolleyes:

17th Sep 2005, 12:38 PM
ok thanks, il get to work on the lighting, i also had some more ideas of my own abour deco and stuff ;) ive added some stuff to the jails and arena, moslty plants,crystals,waterfall etc... but no buildings because the arena blocks out all or most of the view form below anyway...hhm so mayb at the sides i could try something.if its worth it at the sides. ive added a couple more link pick ups :) again ive already made loads of changes. i found that "palmtree" it was anothe rmesh showing through the skybox where it shouldnt, a cull distance fixed that. but...i stil cant fix the other mesh rpoblem that is showing through. pls look at screeny ^^ and give me some ideas....il post new aplha later today :) also might add some manta things that could aattack you for the execution.. just for now atleast :)

17th Sep 2005, 01:21 PM
Great map! Good layout, and nice theme.

Not sure about the jails though -- I could jump off onto the room of the arena, and also I could fall off to the other side. Those platforms either side of the jail looked like I should be able to get to them -- that's why I tried walking around. You need to make it clear that they are not an accessible area, or get rid of them.

For an execution, how about tipping that whole platform over so everyone falls off?

I quite like the shock rifle room as it is :)
The four corridors leading from the flak cannon need a bit more decoration.
The glass bit where the biorifle is looks scary -- can you find a glass texture that's more visible? Unless it's meant to freak you out a bit :)

PS. That curvy pipe on the wall at the doorway from the release switch room -- it's badly lit. Try making a static mesh of it?

17th Sep 2005, 01:52 PM
thanks tarquin!
- that is an excellent idea for the execution :)
-ok ill change the side bitsin the jails. maybe a forcefield around the teleporters?
-part of those curved bits are meshes and they are stil just as badly lit i think :( il try.
-the scary glass lol, its the only glass texture i could find that lets you see emitters through it and eveyrhting else.. all the others occlude something or another :( i think its ok tho :)
-more deco around flak tunnels ok will do

ooh im gonna get to work on it now bu tits my friends boirthday today so i wont havea new version until tomorrow night or something :)

17th Sep 2005, 03:31 PM
-ok ill change the side bitsin the jails. maybe a forcefield around the teleporters?

Oh, those side bits are for release? I didn't get released. Maybe just make it clearer that the doors are doors :)

-the scary glass lol, its the only glass texture i could find that lets you see emitters through it and eveyrhting else.. all the others occlude something or another :( i think its ok tho :)

Maybe just add some sort of low static mesh that runs across the glass?

17th Sep 2005, 04:18 PM
nooooooooooooooo im getting new bsp errors on eveyr rebuild and i havnt moved anyhting or changed anything yet since those two rooms!!! Lector grrrrrr :( aw :(

il rebuild one more time and if its stil there then wel il upload this version with new jails and with execution and if anyone can have a look in the ed and help me with the bsp errors then great! i think its just about done, my map :) just these bsp errors i think... i hope ...

yup after another rebuild the bsp error is stil there on one of the entrances to a lock, you will see it.

here the latest version anyway... :)

download here :http://www.evolved-systems.net/files/INIQUITOUS/JB-Nyx_Alpha5.zip

Vatcilli zeitchef
17th Sep 2005, 05:48 PM
Oh, those side bits are for release? I didn't get released. Maybe just make it clearer that the doors are doors :)

Lolz custom textures "THIS IS A DOOR"

17th Sep 2005, 09:55 PM
ok i think this version has no bspi think..and everythning elsefixed

new download > : http://www.evolved-systems.net/files/INIQUITOUS/JB-Nyx_Alpha5.zip

18th Sep 2005, 10:01 AM
Tested this one, the ceilings look cooler now. :)
- A few more small lightsources are needed to lighten some areas that still look dark. ;)
- The sheets in the jails make more obvious you can't go to what is behind them, but they look a bit weird IMO. Do you know if it's possible showing only a part of the texture when you get near it? (Something like the 'Reconstruct Effect' but made with a texture) It could work great here. :D
- The bots still have trouble getting out of the jails. I was the last remaining player in my team and went to the enemy base, hit the switch again and again, but the bots didn't get out. They sometimes could escape, but 2 seconds later they were in the jail again. I smell they are telefragging themselves... :rolleyes:
- Players don't fall in the execution, they just explode. :lol: And the bots don't move when the platform is flipped. Check out JB-Bassma, I think Zed did something special to make the bots fall. ;)

18th Sep 2005, 10:50 AM
-i can fix the bot pathing in the jails no problem
-yeah i think they might be telefragging too lol, anyonme know how i can make it so when you teleport you cant telefrag your team mates?
-the bots always moved when i played it but ill look into that , thanks.
-you hit a kill volume almost straight away after the flip because its there incase anyone jumps off (which they will lol) but now u cant get to the arena i could just have one below the arena :) ill fix that :)
-ooh yeah bassma :) thanks

18th Sep 2005, 12:00 PM
You can shoot through some of the windows. Occours in both blue and red sides.

The jails appear to be getting a bit messy, what with all the blocking volumes and killvolumes surrounding them. If I decide to jump to my death, I should plummet slightly further than half a foot before exploding into several rather bloody pieces, and I was very surprised to get gibbed by shieldjumping in the air. The simplest way I can think of doing this would be to get rid of all these restrictions, and just set the forcefield over the arena to kill on contact. You could then attach the rotating parts of the jail normally, and make the parts with the teleporters on drop down from above shieldjumping height. Or maybe just have the teleporter in some kind of floating pod and make that descend to the jail. Then you can have nice big long drops in all directions :D.

Some visible sign of support for the jail/arena platforms would be nice too. Some kind of thrusters, or have them hanging from a giant arch or something.

I believe the reason bots don't fall in the execution is because they appear to go into walk mode when in jail, and walk, like crouch, has that magic property of "cannot-fall-off-edges". Unfortunately this doesn't work very well on movers and causes you to "stick" to a mover even when it is inclined at an angle too great for you to stand on normally, as long as you pressed crouch or walk before it started tilting. It will also cause you to stick to a wall if the mover retracts into a wall :hmm:. You'll probably need something to kick the bots (and players) off, which I think is what Zed did in Basmma.

18th Sep 2005, 12:29 PM
hhm thanks Aersik, thats given me some new ideas for a new layout for jails. i just wish id read this post before fixing it all lol. i think im gonna try having just one jail platform , mayb two. and hav some floating pods that come down. but i have some problems.

-how do i attatch teleporters to movers? and how do i attatch emitters for that matter! i tried setting the attatch tag of the teleporter and emitter to the movers tag but its not working :(
-ive been trying to use the JBVolumeFallingBots volume. the sameone they use on CastleBreak and Bassma but its not working! it makes the bots jump sometimes bu tthen only 1 bot or 2 jump and the others stay there....how do i set this volume up? is it triggered?

everything else is fixed i hope..no more blocking volumes or kill volumes floating around :)

Vatcilli zeitchef
18th Sep 2005, 01:28 PM
The telefrag hazard is easely fixed, just make more teleport exits
Ut will then choose a random one as exit at each time it is used.
(can also help agains jailcampers)

21st Sep 2005, 01:26 PM
ok heres this version... im uploading it because i need help bad, i need someone to find out what is wrong with the bots!! they wont move anywhere. paths are built and they show in the ed a two way system. i tried it as CTF and it worked. which led me to belive it must be the jails..i played and did soakbots and all the other debugging techniques and the bots kep saying they couldnt find any paths :/ in the jails i tried putting lift tags and door actors and blockable paths,and i set the movers they spawn on to AIirelavant or whatever.ive set everything and tried everything and they just wont budge in jailbreak gamemode. it shows the compass to the bases. it says they are attacking but they wont. after a few mins they die..in jail when i free them it still says "jailed" on f1.i tried removing the jbfallingbotsvolume.i tried putting an easy jail exit, just a simple mover with a teleporter behind it, that didnt work. the teleporters are less than 60,000 units away..i cant think of anything else to try or why it is failing!!! pls can someone test it or try n find the problem..


note this version will be fps bad because no antiportals.. i tried copying and pasting the map into a new file too..:( but this version is only to find out whats wrong with the bots.. :(

22nd Sep 2005, 12:32 PM
Oh, those side bits are for release? I didn't get released. Maybe just make it clearer that the doors are doors :)

Now I've played the release, I think it's really neat the way you have the meshes line up to create a path -- very clever :tup:
The problem is the mesh that connects the jail to the teleporter. It's not clear that you can't climb on it when you're jailed, and when it opens it's not entirely clear where to go (I followed a bot :D )

EDIT: this is still alpha 1 I'm looking at BTW.

22nd Sep 2005, 03:29 PM
I have been trying to fix it, the bots move a bit now and play in the arena, but I did not get anything nice... They still are damn stupid and 2 of them die every 20 seconds. :(
- You can't path on movers. Added a brush in the jails to path on... Nothing.
- Replaced 'bStatic=False' teleporters by triggered normal ones... Nothing.
- Made the release events (movers, toggle teleporters on/off) with ScriptedTriggers... Nothing.
- Removed some useless pathnodes and moved a couple that were in zoneportals... Nothing.
- Removed AssaultPaths... Nothing.
- Removed DefenseScripts... Nothing.
- ReleaseSwitches deleted and placed again... Nothing.
- Blocked the BioRifle glass with a brush... Nothing.
- Moved the WaterVolume and FluidSurfaces that were covering the switches... Nothing.
- Moved both jails and arena nearer the map... Nothing.
I don't know what else to do... Try to copy&paste the pathing of an earlier alpha. If it doesn't work... ask in more forums. :rolleyes:

22nd Sep 2005, 05:24 PM
thanks anyway lector. nothing seems to work. it just stopped working one day. i hav asked in other forums bu tno1 has helped me so ive gone back to alpha five and ive started to redo all the chnages i did after one by one and hopefully find the bug. but im also gonna change the jails i think, into a more morpheus style. the problem has to be with the jails....but it was working b4 :(

thanks tarquin lol try the alpha 5 ;) lol

23rd Sep 2005, 01:21 PM
i went back to aplha 5 and redid it all actor by actor, bursh by brush and played it. the problem with the bots came back and i couldnt figure out why.. so i tried loads of things again and eventually i fixed it!...i deleted the big xfallingvolume from around the arena and then the bots started working again! so it seems taht volume was too complicated and was the casue of the problems.... hopefully.. so now i need to think of a new way to kill people if they fall onto it. is there a way to make it so if u touch a mesh u die? ill be able to release another alpha or possibly beta later today ;) i changed the jails again! lol

23rd Sep 2005, 03:06 PM
ok heres the beta :) now i had to remake it from a previous version so there might stil be some things wrong that i forget to fix or didnt see. i still need help getting the bots to fall off the mover for one thing..


23rd Sep 2005, 05:42 PM
It's looking really good ;) glad the bugs are fixed.

23rd Sep 2005, 07:49 PM
ive been play testing it online with some friends and we found these "bugs".. so known bugs are :

-a small surface on the red left side where shock is has wrong texture
-projector in centre walls makes the top surfaces weird colour
-bsp error at jump pads
-some meshes still show through the skybox in some rooms
-needs few more blocking volumes in tunnels
-collision needs taking off a few small crystal fragments
-a mover makes a noise :/
-you can brake the trigger on the dome that kills you if you keep jumping on it

well i think ive fixed all these for the next version. so keep playing and testing pls :)

still gotta find away to get those dam bots to fall off the mover!! mayb if i make the platform do a 360 lol

also it stil hasnt got a loadingscreen, pano, screenshots and description :) that sort of stuff..

24th Sep 2005, 07:43 AM
Some more nasty exploits in the jails (quadjump will also get you to the teleporters in addition to the shielddodging I show in the demo). They really need to be the same height which (should) stop me jumping from the blue to the red jail. There's another quirk with the blue jail: during the execution it tilts and then rights itself as usual, but immediately after it rights itself it goes through the execution sequence again for some reason. I thought the arena triggered a bit too often too.

There is one other possible exploit that has occoured to me: use of the speed/berserk adrenaline combos. Speed will allow you to jump further, whilst berserk will double your self-damage momentum, effectively doubling the distance of your shield jumps. This basically allows you to use your adrenaline as a get out of jail free card, an idea I'm rather fond of :) (though whether or not this will work will depend on how you fix the current exploits).

24th Sep 2005, 09:39 AM
lol i was waiting for you to exploit it again Aersik :P
-the speeb/beserk thing isnt sucha bad get out of jail card hhm
-it doesnt matter if you can get to one jail or another in jailbreak, but it might give the blue team an advantage as they haev two ways out then and te reds only one..
-lol the blue platform does that? lol id better go check
-teh arena is strange, some times u wil get about 6 arena matches in like minute lol and sometimes none at all. il try and fiddle witht the timer until its just right..or maybe have a floating platform somewhere that both teams can jump to and there is the arena trigger. might be quite funny seeing people shield gunning eachother for the switch lol
-i can stop those exploist by making the ramp thing that takes you there longer, or higher


24th Sep 2005, 09:48 AM
More thingies:
- I agree, an adrenaine combo as a way to escape is not a bad idea if all the adrenaline of the map is removed. Of course, shield dodging is a no. :D
- Any chance to have the teleporting pods from Alpha10 back for the release? :rolleyes:
- I did not want to point this until it was beta: Those textures actually don't look very cool. 'BonePlates1' should be completely replaced. There is a lot of cool stuff in the ArboreaArchitecture package... Tons of trim textures that could look cool in the hallways, and the wall textures are superb (wal27ar ;)). Most of the textures should be scaled down a bit IMO (to 0.75)
- For the arena, try placing a 50shield in the middle and the weapons in the sides.
- I think an horizontal zoneportal down the BioRifle would work better than so many antiportals. ;)
- The AssaultPathing for bots is wrong. Now the bots usually take the lower floor to attack. I post a picture with a simple AssaultPath layout that will balance [+/-] the paths (the bots wont use the jumpads too much though...).

24th Sep 2005, 10:11 AM

-maybe have the pods back, i dont know. i didnt like them really. but ill hav a go at getting the bot to use em and maybe ;)
-ok 50 shield it is in arena
-thanks for the botpathing help, il hav a look into it after the jails :)
-i tried all those trim textures already in the hallways and they look really really crap and doomish. the other one you suggested wont align properly with the rest of the map now its been built and it might only look good in the bases, but it changes the feel of the map into a aztec temple and i dont want that. and im not changing the layout for some textures lol i really like bone plates and its a matter of opinion and personal choice at the end of the day but if i find something that goes better then i will change it or parts of the map...all textures are already scaled down to 0.5 or less ;)
:edit- oh yeah the bio rifle zone thingy. already tried to zone that off ofcorse, but it requires 3 more zones at the sides and it causes bsp errors in the bsp underneath in the flak room and sometimes in the main room :( so thats why there is antiportals :)

24th Sep 2005, 10:16 AM
Best I exploit it now than after its released :D

The main problem with being able to switch jails is that you can use the opposition teleporters, which teleport you into the opposition base. This means there is a possibility of escaping to be teleported directly into the enemy switch room, as I was in that demo, which is a bit cheap in my opinion.

26th Sep 2005, 10:36 AM
not much changed in this version. just tweaked loads of things. added a pano. its just about done i think. i just need help getting those bots to jump off the mover!


help with bots pls!! any ideas welcome :)

30th Sep 2005, 02:20 PM
Woot, the teleporting pods are back and working! :tup: Now check the map online, I think the 'bStatic=False' teleporters might give trouble in multiplayer if you have not put them in myLevel. To create those NonStaticTeleporters in your myLevel you can do the same Zed did in Grudge with the NonStaticWaterVolume... ;)
- To make this, pop into the ActorClass browser, turn off PlaceableActors only.
- Expand Brush, Volume, PhysicsVolume, and right click WaterVolume. Select New.
- Package: myLevel, and Name: NonStaticWaterVolume. Close the script window that appears.
- In the console text box of UED3, type "editdefault class=NonStaticWaterVolume" without the quotes. A properties window should appear.
- Expand the category "None", pop down bStatic, and set that to False.
- Done. Don't set keyframes for the volume; just attach it to a mover
- Move the linkgun a bit, to the bigger room where the water is... Good change moving the shock rifle to the middle btw...
- I think the left teleporting pod should bring you to the left room [Bio] and the right pod should teleport to the right room [link]. Teleporting to the switch room does not make much sense since there is not any weapon there and you can't shoot anyone with the release protection...
- Some textures are giving odd effects, they are splitted in lit and unlit areas in such a strange way... And how is possible that you are using 2 different textures in the same surfaces at the same time... :con:
- I like the ceiling texture change in the main room, why don't you change it in the switch rooms? ;)
- The chance to escape with a berserk combo losing half of your health looks very interesting for me... :)

30th Sep 2005, 03:46 PM
oh yeah the mylevel thing. bah.

i like your teleport destination ideas! :) and ill prob change the texture to match the middle in the bases. almost done :)

still need help with those falling bots. the volume isnt doing much. maybe another mover (invisible) coming down could get em? ill try

Hans Oberlander
1st Oct 2005, 05:35 AM
Inquitous, how do you like this as a skybox?

http://img66.imageshack.us/img66/6872/mountianscene0rv.th.jpg (http://img66.imageshack.us/my.php?image=mountianscene0rv.jpg)

1st Oct 2005, 10:09 AM
its nice but nt for my map. my map is more about tropical/fairy world skybox lol. with some nice vivid colours in the sky. but i do like those mountains, maybe with a different texture..

1st Oct 2005, 11:54 AM
:) ok i now i consider this map done and will start to work on the loadingscreen etc.. i swapped the link and bio, and did the telporter destinations that lector suggested :) and the textures. the bots stil sometimes dont fall off, sometimes they jump off too. but ive tried everything to fix it and i cant and noone else knows what to do..so...ah whats i tmatter if one bot doesnt fall off...:(


Vatcilli zeitchef
2nd Oct 2005, 02:13 PM
Don't think it is an actual skybox, More like a pic. Hans Probably took it
somewhere in Türkiye. looks good though, but for A skybox you need one of each direction, (even up and down)

2nd Oct 2005, 05:22 PM
Looks pretty grey for turkey :D You can make good skyboxes with terragen (http://www.planetside.co.uk/terragen), it's quite easy to learn too :)

some random terragen stuff...
91644 91643

Vatcilli zeitchef
3rd Oct 2005, 12:34 PM
Aw man That is looking good, How about those Ini?

3rd Oct 2005, 09:39 PM
hey everyone, hazel made this kick ass skybox for me, using terragen, heres a new version of my map using it :)

heres a preview of the sky box , thanks hazel and terragen :)

http://img141.imageshack.us/img141/3727/nyxskyboxrender7lv.th.jpg (http://img141.imageshack.us/my.php?image=nyxskyboxrender7lv.jpg)


Vatcilli zeitchef
4th Oct 2005, 02:02 AM
Oow very neat
I'll certainly try it :)

7th Oct 2005, 02:49 PM
Excellent box, good job Hazel! :tup:
More thingies:
- It's a bit weird seeing the enemy released team teleport suddenly beside you sometimes when you are attacking... I was thinking that adding the top of a teleporting pod in each Link/Bio room and trigger on some smoke emitters there when a team is released will help to know when someone is about to come from the jail...
- The ArenaMatch timing is really too low. I was sent there twice in the same minute! :lol:
- Pictures about the texture glitches I told about in my last post. Are those dirty textures supossed to be there or it's my crappy card again? :rolleyes:

7th Oct 2005, 03:40 PM
I only noticed a projector making one of the walls look a bit weird in the central room... someone buy Lecter a new card for xmas!! :D

7th Oct 2005, 03:41 PM
omg your card is soooo crap! rofl awwww *hugs lector*

i always thought when the announcer says "the enemy team is escaping" is a big enough give away that the're free.

yeah the arena is too fast but i like it :P il change it tho.... :( ive fixed a few more bugs etc..but stil need help with those bots falling... hazel had the idea of a moving physics volume that pulls u off. and i tried it and if the bots are near the lip of the platform it works wonderfully, but if there too close in then it only improves the odds of the bots falling by about %20 .... so just need to fix that and it can be released... or shall i forget about trying to get that awrkward bot to fall? i mean for example if there is 6 bots. 3 wil jump. 1 or 2 wil get pushed off by the physics volume and that leaves just 1 standing..

Vatcilli zeitchef
7th Oct 2005, 04:08 PM
A kicker maybe?
Like in JB-cosmos... Never saw a bot surviving that :)
Yeah hazel allways comes with good Ideas.
She mostly finds a way to help everyone out....
If I don't watch out I'll be obselite:D

9th Oct 2005, 11:26 AM
thanks Vatcilli. the kicker seems to be working great! i only have to do a loadingscreen and screenshots/levelpreview and its done! oh yeah and make the arena time take longer :D

Vatcilli zeitchef
9th Oct 2005, 02:26 PM
Glad I could help, That's what I'm here for.
Can't wait to rate this map on NC.:D

9th Oct 2005, 07:21 PM
ok ive got the loadingscreen done and level previews.screenshots, fixed arena... its all done :D oh i need a description and more testing :P then have new version (hopefully last) here sometime tomorrow :D

10th Oct 2005, 12:30 PM
hehe. ok final version i hope! hope you like it :o i only noticed one bot not get pushed off the mover in a dozen tests. (it got stuck somewhere else.....) anyway.. im gonna test it online with hazel and see how it goes..

new link here :> http://www.evolved-systems.net/files/INIQUITOUS/JB-Nyx_beta_3_6.zip

if it is final then il change name ofcorse to just JB-Nyx yay

10th Oct 2005, 03:21 PM
Ouch! :shy:
Failed to enter C:\UT2004\Maps\JB-Nyx_beta_3_6.ut2: Can't find file for package 'movebot'

10th Oct 2005, 03:37 PM
rofl oops, that was an experimental actor to move the bots off the mover hehe. ok fixed it now, should be available for download in bout 5 mins :)

Edit: ok done i hope :)

10th Oct 2005, 06:30 PM
bah grr, been testing it with hazel and we found some things. ill fix em for next beta lol.

-Red Link room there is a wall that is missing! i might have set it to fakebackdrop oops
-need different music as its the same as Nautilus lol
-possibly need more health
-more teleport exits and playerstarts. (bot telefraggin stil)
-blocking volumes in bases on the ceilig supports
-missing flares on some plants
-some projector issues on 2 walls
-mesh in bluejail misaligned
-cull distances on water falls too soon. should just remove the cull
-you can trans from one jail to the other or to the escapes lol!! so i need a limitaion volume :P

10th Oct 2005, 08:47 PM
hi, i fixed all those things :) new one here :


11th Oct 2005, 12:41 PM
ok me and hazel have been testing it and we found one more thing whihc ive fixed. and it looks finished now :D so here is the final version ready for last test i think. if its all good and no probs, then ill upload it to nalicity tonight :)


11th Oct 2005, 01:56 PM
I have played Beta3_7... OMG! my framerates slowdown to 6 during and after the execution!!! :con: No, I think it's not my card this time... twelve kickers per jail will lag almost every computer... Did you try adding a single kicker per jail with higher radius? The execution is unbearable in my PC now :( (and my CPU is not so bad... ;)).
The framerates stay a bit too low in the map (in the middle especially, thay drop to 10 sometimes with bots), i think there are too many useless antiportals that are taking rendering power rather than optimizing anything... :(
Two last-minute visual thingies: The surfaces in the shock rifle room still look a bit plain, and the jail platforms look too bright now... :rolleyes:

11th Oct 2005, 03:02 PM
You need some serious optimisation here.
Even my computer was struggling in some places....
s Lector said use less kickers and looking from the switch end, into and through the link room the fps s really low.

11th Oct 2005, 03:17 PM
hhm if iremember correctly i asked at the very beginning for help in optimizing it but no one helped....i dnt know which antiportals are useless... by all means hav ao yourself. and by all means try zoning off the lower area because i get errors everytime i try. i agree the platforms are too bright stil. the shock room is fine (looks wise ) IMO. the execution works fine for me, with FPS in the 40's strange that. but il use less kickers. the lowest my framerates go with 12 bots is about 20 in the middle area (and the linkgun view area) so pls help me optimize it!

11th Oct 2005, 03:47 PM
I'l take a look later if I get the chance.... Got loads of Maths work to do.... lol

11th Oct 2005, 03:57 PM
i dnt know which antiportals are useless...

I've not taken a look in UEd, but where have you put APs?
It's a level made up of small areas. I don't think you need *any*.
Just put a zone portal on everything that's like a doorway :) -- basically, each little room or piece of corridor should be its own zone.

11th Oct 2005, 04:12 PM
thanks, i really need the help. exceot for the bases, wherever you are you can see into atleast 4 zones. in the middle you can see inot 5. so at anyone time it has to render those zones. whihc is the entire map almost. thats why theres antiportals :( and also eveyrroom is zoned off except the lower area. whihc is quite FPS hungry. but i cant zone it off, i get bsp errors where ever i try n put zone portals to zone it off (it needs 3 more horizontal ones, 2 down the jumppad areas and one across the glass) but they cause errors :(

11th Oct 2005, 04:23 PM
I really miss UT99's methods of optimising....
BSP used to optimise everything behind it, was really usefull i found. Its like auto-antiportals! lol

11th Oct 2005, 04:45 PM
yeah i know :( why was it taken out exactly? what benefits have we gained? (im actually asking, not being sarcastic) lol

11th Oct 2005, 05:34 PM
wherever you are you can see into atleast 4 zones. in the middle you can see inot 5.

central area -- put ZPs on all the 4 corridor entrances on the sides.
The bases too. Make *just the corridors* into separate zones.

but i cant zone it off, i get bsp errors where ever i try n put zone portals to zone it off

What is it with you kids and not using the grid???
don't come crying to me when the UnrealEd goblin bites you! ;)

11th Oct 2005, 05:34 PM
yeah i know :( why was it taken out exactly? what benefits have we gained? (im actually asking, not being sarcastic) lol

The old system couldn't handle the 1000s of polys you now get. The wiki has more info on this.

11th Oct 2005, 06:41 PM
i managed to add some new zones, and the framrates went up to 27-30 at the lowest, and i was really happy. yhen i took out the sun actor, rebuilt the map and the frame rates dropped to about 16!!!! *cries* why ? :(

11th Oct 2005, 07:38 PM
ok so with Hazel.H's help , she took out alot of useless antiportals (but u might be able to see the wrong meshes thorugh some skybox areas , pls help bug hunt). also we managed to make 3 new zones, we even zoned off the lower area! and the framerates on my com jumped from 16, to 30+!! so pls check it out. :) :D

new linky


11th Oct 2005, 09:25 PM
pic1: hom
pic2: fps during execution

zoneportal placement is not optimal, use one in each entrance of each corridor, not some units in front of it. if you hve a look at it in ued & zone-display you'll see that some corridors are in the same zone, wich is not good.

Vatcilli zeitchef
12th Oct 2005, 06:32 AM
I played it...
IT crashed and now it says my CD key is invalid!!!!!!:eek2:
Please help me!!:(

12th Oct 2005, 09:55 AM
omg Vat! :( can you go into the game menu and check if your cd key is stil there? i dunno what to say..

ok shall i repeat this a thousand more times so people really get it in their heads.... Cant put zones at the entrances fo the tunnels becasue you get much worse bsp errors than the HOM. and that HOM is where a zone portal is... its exactly where i told you it would cause an error... ill try and move the zone around...

the FPS at execution....its like 50 on mine... ill remove like 20 kickers.. i must admit i forgot to do that because i dont see the crappy fps when i test it.

id like to challenge anyone to put zoneportals at the ends of each corridors, rebuild. go play and count how many bsp errors you find :(

12th Oct 2005, 10:23 AM
ok shall i repeat this a thousand more times so people really get it in their heads.... Cant put zones at the entrances fo the tunnels becasue you get much worse bsp errors than the HOM.

id like to challenge anyone to put zoneportals at the ends of each corridors, rebuild. go play and count how many bsp errors you find :(

Fix your map so the brushes are on the gridlines!

12th Oct 2005, 10:34 AM
I get the same problems as 4WD... No crashes here, though...

Convert all the round brushes placed in the hallways to staticmeshes... [Meshes don't add cuts to BSP and they save graphics card memory if you use the same ones in different spots... (afaik)]
And of course align your brushes to the grid as Tarquin said... It's a real pain to do and you'll get a lot more HOMs while doing it, but once everything is aligned you shouldn't see more of those bugs... ;)

12th Oct 2005, 10:44 AM
Lector sometimes i think we are abit telepathic lol. ive already converted all the tunnel end caps into meshes just b4 you posted lol ;) and im also alighning the entire map to grid. b4 you and Tarq posted ;) the entire map is all off by like half a unit or summat. so crap that u cant select more than one brush to align at a time :( or can u?

12th Oct 2005, 11:24 AM
so crap that u cant select more than one brush to align at a time :( or can u?

right-click -> select all brushes

and to select just some brushes:


In an orthogonal viewport, it's possible to drag-select: hold CTRL + ALT (or just ALT-GR), click in empty space and drag the red selection rectangle around the things you want to select. Note that brushes are selected according to where their pivot is situated. This method forgets what was selected before – hold SHIFT down as well to add to what is currently selected.

12th Oct 2005, 11:47 AM
nah that only aligns one brush and all the others move with it but are still off grid cus they moved by different amounts :S

12th Oct 2005, 12:09 PM
Lector sometimes i think we are abit telepathic lol...lol, well that was so ovbious... :D

so crap that u cant select more than one brush to align at a time or can u?
It's a real real pain to do... :o
If the brushes had been aligned since the first alpha now you wouldn't have had to do it... :p The shortest way to align I now is select each brush-vertex with vertex editing and right click on it, then go to another brush and do the same... etc, etc, etc... :o but I assume that's the way you're doing it...
Perhaps someone made a tool to align all automatically, but I don't know about anything yet...

12th Oct 2005, 12:14 PM
That's not going to work anyway.
I'm looking at your map now. A lot of your brushes have dimensions that are off-grid too.
You should remake those from scratch. Use the grid and multiples of 16 or 32, young padawan.

12th Oct 2005, 12:33 PM
*sigh* lol. ive realighned eveyrbrush.. luckily all the major brushes (mainrooms,tunnles etc...) are all on grid dimensions. theres only a few crappy cuts i noticed that werent on grid dimensions. ive jsut selected each brush, right clicked the proper vertex and aligned it. rebuilding now. :) last rebuild it had no bsp errors but some things were in wrong place etc... so just fixing that, and the tunnles seem to b zoning now, but i wont talk to soon...

12th Oct 2005, 12:34 PM
ok rebuilt, 2 bsp errors :( think i know whats causing them tho :) ) and also everytunnle has zoned off except 2 ...

12th Oct 2005, 12:36 PM
I remember the brushes were aligned properly in early versions, but they got off-grid somehow.

He's re-aligning the brushes this way - Select the brush in top-down view, right click a vertex that should be aligned to the grid so the pivot is placed there, move the brush and hey presto it's snapped to the grid ;) No nasty vertex editing :mad: :D

Let's hope it works, good luck! :)

Vatcilli zeitchef
12th Oct 2005, 12:52 PM
Guess What?
I can test your maps again!
for some reason when the online version of UT2004 got
disabled the offline version (With an invalid CD key)
Became valid. Donno how this happened:D

Can you check this though:
open the speech menu during the enemy releases and you are watching the switch
that was happening while it crashed with me.

12th Oct 2005, 01:42 PM
its all aligned, i had some troubles with bsp errors caused by zone portals, but all seems fixed now. only one tunnle leading from a base wont zone off for some reason :S, fps look very good except in the middle bit wher eit goe down for a second or two. gonna test it out seom more then il post it :)

Vatcilli zeitchef
12th Oct 2005, 05:46 PM
I played your map with a half-working UT2004 copy
I had as backup and it looks pretty good, the FPS was
ok exept during the execution sequence, For as far as I know
JB-cosmos only has one kicker. How many of them do you have?

12th Oct 2005, 07:37 PM
JB-Cosmos had 12 kickers per jail. mine has 12 too. but i changed that to 1 per jail, bu tin the tests the bots didnt get kciked off or atleast 2 or 3 were stil there so it needs more still. and also the fps has dropped stil even tho everything is zoned off now :S so im gonna try n work on it somemore

12th Oct 2005, 09:39 PM
ok ive go tthis version for you ,its called nyx3, the fps are much better i feel :) ive added more kickers to the jails so the bots get kicked off, now each jail has 3. ive changed the "alcoves" where you could see form the linkgun into the bio rifle room. you can nolonger see through and ive made a nice little feature there instead :D let me know if you think its ready to be releases :)


Vatcilli zeitchef
13th Oct 2005, 01:36 PM
Framerates really went up a great bit,
think it's ready for launch.
The only things I saw was some statics being 5 uu or what away from the wall
Can't judge on the textures anymore if you changed them becouse all textures in whatever map are the basic texture since the crash.

As I said it should be ready unless you are so nitpicky you want to align that mesh for the final 5 UU

13th Oct 2005, 01:57 PM
Now it does run smooth... A great FPS improvement here, too. Good work! :tup: The frames in the execution stay about 15-20 now...
There are still 2 things you can do to finish the optimization work, though (if you don't like things being rendered in wrong zones):
- Keep the outside wievs in different zones (add zoneportals in the windows is what I mean... ;))
- For some meshes that are partially sticked to walls (leaves, waterfalls) you can use the Display -> ForcedVisibilityZoneTag option and they will be rendered only in their right zones... AngelMapper explained it better in her tutorial: http://angelmapper.com/tutorials/optimization1.htm
It wouldn't be really necessary in this map anyway, since your framerates are not in the limit, but... :rolleyes:

Overall, the map is nearly finished... If you don't want to work more on visuals, it can be released whenever you want... :)

13th Oct 2005, 01:58 PM
which mesh! tel me now argh pfft !!! rofl.. yeah tell me mmigh taswel. as i got a new version :P

ive been trying to optimize it more and ive made even more zones and,forced zone visability and even taken the collision off some meshes in the middle and put blocking volumes around instead :) ahve new version later today :) (after ri find out whihc mesh it is ) lol

Vatcilli zeitchef
13th Oct 2005, 02:46 PM
It really is nothing.... you sure are nitpicky
well Acyd send me an ISO of her cd 1 (The others still worked)
So I could install my UT2004 again.

I took a screenshot
(may be low quality did not have a chance to change the settins yet)
But It is not worth changing

Here it is but it can even be you intended to do this.

13th Oct 2005, 03:12 PM
omg that is a huge mistake! lol il change it still, otherwise it wil b nagging at me

14th Oct 2005, 01:11 PM
hi. heres the latest version and i hope the last . pls test it for me and let me know if u spot any bsp errors :)


14th Oct 2005, 02:35 PM
- Check the bot pathing/assaultpathing because I felt in the latest betas that the bots like much more the upper floor (shockrifle) than the flak floor... [The shock floor is usually in action, whereas you can run safe through the flak level... it's my favourite way to attack the base! :p]
- My framerates go down a bit when I get into the jumpad emitters, can you lower the detail/number of particles a bit? :rolleyes:
I think it's ready... I've just played it and I have not seen any bug...
Good work! Now let's see how Nautilus grows up! :tup:

14th Oct 2005, 03:08 PM
-checked pathing, all good. i noticed that too tho but also,sometimes they all go the flakway instead of shock. and if its just one bot left, it almost always gos the flak way..anyway it all works fine.alot of the time they go the flak way and come up the jumppads and so it seems they never went down there...
-ok ive reduced the particles (even more btw)

Edit: crap...just testing it now with hazel and weve found a few mesh problems, and also you can see part of the jails and arena through the skybox!! :( so il fix that and upload final later i hope.

14th Oct 2005, 05:44 PM
ok here is the final i hope (how many times have i said that now) but i mean it this time!


15th Oct 2005, 12:40 PM
lol here is the final final i promise... i keep finding mesehs out of place and ima bit picky! can someone pls test it for bsp errors. tehn its ready to be released


16th Oct 2005, 10:32 AM
ok soo if no1 found anything else in the last 2 days ill release it on Nalicity today

Vatcilli zeitchef
16th Oct 2005, 02:44 PM
Huray for ini:)
No bugs this time com did not even crash!!!
@ Sexmachine: If you have forgiven me can you please put this one on the mothership?

17th Oct 2005, 10:49 AM
its on Nalicity now :D heres the link to the page


Vatcilli zeitchef
17th Oct 2005, 11:25 AM
So what do I have... Nyx beta 1 to 3.5
nyx 3 and JB nyx.
The one on NC is JB-Nyx
kinda confusing:con:

17th Oct 2005, 11:34 AM
lol yeah lots of crap there.. you should see my folder! and Hazels too , shes always help me test each beta and she just said "guess its ok to delete all those alphas and betas etc..." lol

the one on nalicity is the correct one. wel anyother before it and you will know because of the framerates lol

20th Oct 2005, 05:00 PM
Map added to the Mothership - good job INI :)