MAP-Fixes

post any map related problems you should find / description of map-fixes
User avatar
strategy-(DOG)-
Full Game Admin
Full Game Admin
Posts: 1144
Joined: Wed Jul 27, 2011 5:06 pm
Location: Austria
Contact:

Re: MAP-Fixes

Post by strategy-(DOG)- » Mon Mar 21, 2016 2:32 pm

mapfix: (by MrC)
- Duk4now3_NPF.unr
(former "Duk4now3.unr")

changelog:

Code: Select all

- doors at start fixed
- endteleporter moved to lower level
- Duk4now4_NPF.unr
(former "Duk4now4.unr")

changelog:

Code: Select all

- map was not included in the rotation before. the mapfix is playable in coop mode.
strategy-(DOG)-
[ live and let live ]

User avatar
VooDoo-(DOG)-
Full Game Admin
Full Game Admin
Posts: 329
Joined: Wed Jun 04, 2014 2:09 pm
Location: Yorkshire, United Kingdom

Re: MAP-Fixes

Post by VooDoo-(DOG)- » Mon Mar 21, 2016 3:58 pm

strategy-(DOG)- wrote: - Duk4now4_NPF.unr
(former "Duk4now4.unr")

changelog:

Code: Select all

- map was not included in the rotation before. the mapfix is playable in coop mode.
AHA! Nice one :)

Is this the map that has never been played in COOP before, until now?
I know one of the Duke maps I sent you is unplayable, because if I recall correctly, there was a missing Military.utx file.
Hehe, this reminds of about 2008 when OldSparky came to the Herd server asking about this missing texture because he wanted to play this map also and noone could find it! (This is presuming we are talking about the same map :) )

WOOF!
 
"Without music, life would be a mistake." - Friedrich Nietzsche

User avatar
strategy-(DOG)-
Full Game Admin
Full Game Admin
Posts: 1144
Joined: Wed Jul 27, 2011 5:06 pm
Location: Austria
Contact:

Re: MAP-Fixes

Post by strategy-(DOG)- » Mon Mar 21, 2016 10:11 pm

yes, mrc made it work :)
strategy-(DOG)-
[ live and let live ]

User avatar
VooDoo-(DOG)-
Full Game Admin
Full Game Admin
Posts: 329
Joined: Wed Jun 04, 2014 2:09 pm
Location: Yorkshire, United Kingdom

Re: MAP-Fixes

Post by VooDoo-(DOG)- » Mon Mar 21, 2016 10:59 pm

strategy-(DOG)- wrote:yes, mrc made it work :)
Good job! Waited about a decade to check out this map.
 
"Without music, life would be a mistake." - Friedrich Nietzsche

User avatar
strategy-(DOG)-
Full Game Admin
Full Game Admin
Posts: 1144
Joined: Wed Jul 27, 2011 5:06 pm
Location: Austria
Contact:

Re: MAP-Fixes

Post by strategy-(DOG)- » Sun Mar 27, 2016 1:31 pm

mapfix: (by MrC)
- Prometheus_NPF.unr
- Global_NPF.unr
- Emelet_NPF.unr

(former "Prometheus.unr", "Golbal.unr", "Emelet.unr")

changelog:

Code: Select all

- doors/triggers fixed
- teleporters added to make the maps playable in coop mode
strategy-(DOG)-
[ live and let live ]

User avatar
strategy-(DOG)-
Full Game Admin
Full Game Admin
Posts: 1144
Joined: Wed Jul 27, 2011 5:06 pm
Location: Austria
Contact:

Re: MAP-Fixes

Post by strategy-(DOG)- » Thu Apr 07, 2016 6:38 pm

mapfix: (by MrC)
- zmDS666_NPF.unr

changelog:

Code: Select all

- endteleporter fixed
- trigger forcefield fixed
strategy-(DOG)-
[ live and let live ]

User avatar
VooDoo-(DOG)-
Full Game Admin
Full Game Admin
Posts: 329
Joined: Wed Jun 04, 2014 2:09 pm
Location: Yorkshire, United Kingdom

Re: MAP-Fixes

Post by VooDoo-(DOG)- » Wed May 24, 2017 12:11 pm

 
mapfix: (by Nikola-(DOG)-)
- Rajalcast_NPF.unr

(formerly Rajalcast.unr)

changelog:

Code: Select all

- map has been pathnoded so that the monster spawner now works
 
 

mapfix: (by VooDoo-(DOG)-)
- Amapa14_NPF.unr

(formerly Amapa14.unr)

changelog:

Code: Select all

- all the favorites teleporters removed from the end and a regular end teleporter to Vortex2 added, so the map now works correctly in the rotation

All COop servers have been updated with the above.

WOOF!
 
"Without music, life would be a mistake." - Friedrich Nietzsche

User avatar
VooDoo-(DOG)-
Full Game Admin
Full Game Admin
Posts: 329
Joined: Wed Jun 04, 2014 2:09 pm
Location: Yorkshire, United Kingdom

Re: MAP-Fixes

Post by VooDoo-(DOG)- » Sun Oct 01, 2017 3:31 pm

 
mapfix:
trap2_NPF.unr

(formerly trap2.unr)

changelog:

Code: Select all

It was possible to respawn after dying in the 2 little rooms adjacent 
to the lava, which left the player stranded. So an asbestos suit has been 
added to both the 2 little rooms.

All COop servers have been updated with the above.

WOOF!
 
"Without music, life would be a mistake." - Friedrich Nietzsche

User avatar
strategy-(DOG)-
Full Game Admin
Full Game Admin
Posts: 1144
Joined: Wed Jul 27, 2011 5:06 pm
Location: Austria
Contact:

Re: MAP-Fixes

Post by strategy-(DOG)- » Sun Oct 01, 2017 3:49 pm

thank you very much for this fix, VooDoo! :)
WOOF!
strategy-(DOG)-
[ live and let live ]

User avatar
VooDoo-(DOG)-
Full Game Admin
Full Game Admin
Posts: 329
Joined: Wed Jun 04, 2014 2:09 pm
Location: Yorkshire, United Kingdom

Re: MAP-Fixes

Post by VooDoo-(DOG)- » Sun Nov 12, 2017 8:12 pm

 
mapfixes:
DeadCity_NPF, DeadCity2_NPF, DeadCity3_NPF

(formerly DeadCity.unr, DeadCity2.unr and DeadCity3.unr)


changelog:

Code: Select all

None of these 3 maps had end teleporters (due to the nature of the maps) and the 
INI setting for NumSpawnsBeforeEnd didn't work online, so all 3 maps now have an end 
teleporter added for server rotation purposes.
Many oldschoolers like these 3 unique maps, so it seemed more important to at least have them on a server than not.
The end teleporters on all 3 maps have all been put where the zombies spawn, which at least is as far away from the start point as possible. So splattering zombies can now be done!

Only the Advanced COOP server has been updated with the above.

WOOF!
 
 
"Without music, life would be a mistake." - Friedrich Nietzsche

Post Reply