[OpenSource]Dys_Stronghold b6b - 04/Dec/11

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Re: [Discontinued]Dys_Stronghold b4a - 01/Nov/06

Postby icepick66 » Sun Feb 08, 2009 12:29 pm

This map is now being revived and should be ready for release in the upcomming weeks, stay tooned. :)

My current deadline is the 3 year anniversary. (1st Mar 09)

To your greatest dismay I dont think the movable teleporter will feature in this version :( as it creates half the problems in the map lol.
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby Pyroguy » Sun Feb 08, 2009 12:32 pm

YAYYYYYYYYYYYYYY
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby sverek » Sun Feb 08, 2009 12:39 pm

O

M

G

<3
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby Whiteknight » Sun Feb 08, 2009 12:44 pm

Oh lawd. I enjoyed stronghold; I think it'll play well in 1.2.
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Re: [Discontinued]Dys_Stronghold b4a - 01/Nov/06

Postby MarvintheParanoidAndroid » Sun Feb 08, 2009 2:11 pm

icepick66 wrote:To your greatest dismay I dont think the movable teleporter will feature in this version :( as it creates half the problems in the map lol.

Nooooooooo :(
<the_funkmaster> does lez dream of ELCRETIC SHPEE?
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Re: [Discontinued]Dys_Stronghold b4a - 01/Nov/06

Postby Marvin » Sun Feb 08, 2009 3:18 pm

MarvintheParanoidAndroid wrote:
icepick66 wrote:To your greatest dismay I dont think the movable teleporter will feature in this version :( as it creates half the problems in the map lol.

Nooooooooo :(

*tear*

But yay Stronghold! I've missed that map
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Re: [Discontinued]Dys_Stronghold b4a - 01/Nov/06

Postby Dredhorse » Mon Feb 09, 2009 8:14 am

icepick66 wrote:This map is now being revived and should be ready for release in the upcomming weeks, stay tooned. :)

My current deadline is the 3 year anniversary. (1st Mar 09)

To your greatest dismay I dont think the movable teleporter will feature in this version :( as it creates half the problems in the map lol.

OMG you are back...

sigh about the teleporter, it was fun...
OH. btw: I'm normally NOT in these forums anymore, so if you want something from me you need to PM me.

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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby BigToeCommando » Tue Feb 10, 2009 4:37 am

Success! <3 StrongHold.
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby icepick66 » Tue Feb 10, 2009 11:07 am

The sucessor to the street sweaper, (in realy early form)
http://www.youtube.com/watch?v=sBypmjXmCH4&fmt=18 (Shocking video quality !)
Just a ground bot that targets players :D, shocks them on contact, sorry about the sounds lol, just there to debug its sensors xD,
This may also have a human drivable option in it via cyberspace, idk yet, its a bit destracting :(
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby Zero-Flame » Tue Feb 10, 2009 11:13 am

Can you fix up stronghold for 1.2 plz :)
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby bauxite » Sat Mar 14, 2009 6:01 pm

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOoo


PLX NOOOO

How about keeping the teleporter as a side thing, u no just for fun and make it not so important just an advantage if they figure out how to use it..

it was coool.
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby icepick66 » Sun Mar 15, 2009 9:25 am

hah, way it is now there is no place it can fit and be usefull, I kinda want a generic map completed then can work on it to add features like the teleporter.

the map currently is about 50% done, just stuck on ideas for what to do with the final building. its taking so long as every area is being completly remade. as with valvetime done when its done xD
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby bauxite » Sun Mar 15, 2009 10:10 am

we still get a cool hostage though rite?
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby sverek » Sun Mar 15, 2009 10:30 am

Can I still be able to kill ur hostage with rocket via windows ? :D (if security down)
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby icepick66 » Sun Mar 15, 2009 10:33 am

Hopfully :D unless I get some stupid idea to make the last objective more awesome.
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby Pyroguy » Sun Mar 15, 2009 10:51 am

It could help to unclutter your main post by moving the changelog and walkthrough and other stuff to the respective wiki pages.
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby bauxite » Sun Mar 15, 2009 10:55 am

i know this is a longshot but super secret hardcore area full of easter eggs and bunnies would be cool. (well it is almost easter)

would be good now the super-secret-broadcast-room-full-of-animated-men-with-little-clothes is gone.

maybe u need to liek do a 100m boltjump or something to get inside.

or or, a super secret teleporter with super secret code and elevator that plays portal music.

:mrgreen: :lol: :P 8)
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby icepick66 » Tue Jul 21, 2009 1:45 pm

Woar, kinda skipped a few months of my life, and back here again :D
Been busy with uni and things in cs:s, but last week I've been working on the map solidly (43.3 hours to be exact) so now its in an allmost finished state, the entire level geometry and textures are 100% finished. I wanted to get to here (the point of no return) before announcing the completion :)

Atm spending the night nailing out all these crashes, gone from not being able to boot the map to crashing on area portals on doubble doors for some reason, so having work around with a fix. And dystopia refuses to boot whilst the sdk is open with v1.2 -.-'

Eta is 3 days, need to do all the objective's logic and lighting and cs 8)
The map is now optimised as sanely possible, averaging from 200-300fps with rock bottom of 130 on a 7900gtx. it's has been built up with optimisation at the focal point, because of that, I only had 1 leak today when compiling for the first time, and full vvis completes in about 25 secconds.

The moveable teleporter is in this map, but its range is limited such it cannot detract too much from the gameplay and provide more of a vital edge to the last objectives, it is also introduced later in the game too.

To I think, everyones relief, doors that dont open are sparce and obvious, theres only about 4 atm but have a few more planned to fill areas out.
In effects, ive recompiled skins into a few models so when they are destoryed they look destoryed (corp power core etc), the teleporter now animates (not sure how itll handle on a server) and has a cooldown of 3 secconds so players cant get stuck in each other
and there are a few other effects you'll have to wait to see :)

With balance Ive tried to tip it slightly punk sided for stopwatch mode, theres 5 routes now for the first objective. all bottlenecking down into the generator room, and have rewarded legboosters generously.

Recomended players: 14, doubt it'll be fun to play with any more.


mfp time? :twisted:
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby murphy » Tue Jul 21, 2009 3:19 pm

I just found out about this today but it seems like you know what you're talking about, at least as far as gameplay. I foresee good things!
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby bauxite » Tue Jul 21, 2009 3:23 pm

sounds sweet, cant wait to see this.

we want screenies, we want screenies :D

that fps sounds insane, are we talking about high res, aa and af? woop/
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby Deathy » Wed Jul 22, 2009 12:58 am

Wow, thats awesome news icepick, great progress.
About that mfp.. kick Cyanyde in his lazy ass and we'll may see a mfp sometime. D:
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby T-1000 » Wed Jul 22, 2009 5:47 am

I know you shouldn't covet things, but I covet a new Stronghold so bad. Does it still have the drone that flies over the street disintegrating people?
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby ocun » Thu Jul 23, 2009 8:31 am

I know a lot of people are looking forward to this map, testing this one won't be that much of a problem if the quality is like you say (and similar to the previous version)
when it's out, i'll put it on the Kaya server together with crysmack
if all is well perhaps i'll run a custom maps only map cycle for a week or so, see if that gets us anywhere
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby icepick66 » Thu Jul 23, 2009 9:22 am

Screens for some beans!
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150fps rendering the largest via areas, the main encounter spot, enabled fog as that costs like 1-3fps contary to beleif.
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Side ally, few bits of blending between the 2 building structures still needs to be done.
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Punk spawn #1

heh choked abit recompiling for 2 days to make lighting ajustments, still need to do the 3d skybox, cs, obj's etc.
so may be a little while longer.

The street sweeper is gone sadly (probibly alot of peoples fravorite), it broke in the engine update, and wouldent really fit with the new street design. however I may add nano bots that crawl along tracks sweeping streets, or dare add my AI bot that seeks out players and pursues (youtube video above). but will probibly prove too laggy/buggy.
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Re: [Revived]Dys_Stronghold b4a - 01/Nov/06

Postby metzgrr! » Thu Jul 23, 2009 9:23 am

It needs to be brighter !

None likes dark maps.
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