Posted by Leperous on Sun Mar 13th 2005 at 4:11pm
I'm around but stuck on slow 56k internet for the short future...
Posted by ReNo on Sun Mar 13th 2005 at 3:27pm
LOL its unfortunately true

Anyway, whichever server admins are around when we have a few maps to test will I'm sure put it up.
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Posted by Gwil on Sun Mar 13th 2005 at 2:41pm
Hey! I'm a busy/sleeping man
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Posted by Orpheus on Sun Mar 13th 2005 at 1:22pm
Actually I've been hoping Gwil might whack it up on the server sometime so I can see how it plays.
Duncan "whacks" more custom maps than gwil, ask him ![]()
I'm back at uni and therefore snowed under with work. I have some minor fixes to make and then its done, though I'm not sure when I'll have the time to do so. It's current version is fine, there is just a few minor errors, like decals hovering in space and stuff that need fixing, so it completely playable. Oh, and some suggestions by Keved I've got to consider, so just give me a bit of time.
Actually I've been hoping Gwil might whack it up on the server sometime so I can see how it plays.
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Posted by Orpheus on Sun Mar 13th 2005 at 1:07pm
This map still says "99%"
is there a final version available?
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Posted by Andrei on Thu Mar 10th 2005 at 3:08pm
Please do something with this tunnel
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Posted by keved on Sat Feb 19th 2005 at 3:09pm
There was no offence taken Smith. ![]()
I understand what you guys are saying about the likeness with the RPG trap in Lockdown, though unlike Lockdown, in Hydro's sewers you have to crawl through wider tunnels which are ideal for the AR2 bouncey grenade (certain kill), or people with the xbow/357 who're looking right down the length of one/two sewer tunnel sections and immediately snipe you. In the RPG trap in Lockdown players don't have to worry about either of these.
On the "steps that aren't steps" point, if there is a shortcut route people will use it, and raise it as an issue if they can't traverse the route easily. Here are a few examples...
- the only way to cross this gap below is balance along the narrow ledge. It's a case of either slowly moving along the side of the fence, or jumping down and finding another route up (safer but much slower). Wouldn't take much to add a few long planks of wood or something so players can run straight across.
http://img113.exs.cx/my.php?loc=img113&image=dmhydrob200004eh.jpg
- though there are other ways up onto the raised floor tier, at this side the quickest route up is jumping on these blocks...some of which requires jump+ducks. There is plenty of scope for adding extra steps so players can just run up there.
http://img113.exs.cx/my.php?loc=img113&image=dmhydrob200015al.jpg
There are also a couple of more areas above ground level where very minor changes would improve connectivity a lot.
Anyway, they were just suggestions. You can of course disregard any suggestions at your discretion. Goes with the territory of creating your own content...having to choose what suggestions to act upon. ![]()
Posted by Orpheus on Sat Feb 19th 2005 at 3:06pm
New Machine with even more to see. ![]()
other screens with FPS info.
[addsig]Thanks Orph, I know you weren't trying to boss me around, just giving me a bit of nudge, which everyone needs now and again
Looking forward to seeing what your new machine can do.
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