Cell
Senior Member

Posts: 1637
Registered: 08-10 |
purist said:
UPDATE
I've now also fixed MAP19. I think the lower to shortest texture trigger on the bars around the first teleporter was causing the ZDaemon fault so I changed it to lower to highest floor and created some control sectors to keep the effect Cell was going for.
I've also fixed MAP26 but it's a slightly uglier fix. I've had to add a co-op switch to reopen the bars that were trapping players out of the yellow door room. The map exit was just a rock wall for some reason so I have made it into a drop instead. If Cell is not happy with how this looks in Beta 3 I will let him change how it looks as long as it still works the same.
I've made vital changes to both MAP19 and MAP26, and I'll post it by the soir (actually, to be bad, I'm going to ask you to remake the MAP19 control sector and the MAP26 drop), but I'm really interested in who the **** was given the permission to change the maps, because not only I've encountered a few corrections in terms of structure, but also in aesthetic (too after the MAP07 beef to be precise!!), and this is concerning the MAP19 tech secret in which some idiots changed the FLOOR1_1 back to FLAT14 and so on. My maps are not flawless, I accept, but not "change-to-your-taste" wishlists either! That's why I'm quite upset with some people maintenant.
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