[RELEASE] dys_infect_ (pre-final version)

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[RELEASE] dys_infect_ (pre-final version)

Postby thedude » Mon Feb 06, 2006 2:39 pm

Here, my friends, I present to you, the latest and greatest version of dys_infect.

GET IT HERE!!!



***Check out the walkthrough HERE***

P.S. I'll be working on a new walkthrough that is up to date with ver. b5 and hopefully have it out soon.

Changelog:

Version b1 (Feb. 10, 2006):
First public release

Version b1a (Feb. 13, 2006):
Added: a couple map hints
Added: forcefield around tower that gets enabled/disabled when objective #4 gets captured.

Fixed: locked skyway door not opening
Fixed: missing tube entities

Changed: Combined objectives 1 and 2
Changed: Turret setup in main lobby
Changed: Various textures

Version b2 (Feb. 24, 2006):

Added: 30 second delay on spawn capture button w/ biohazard chamber!
Added: more map hints
Added: datatrust garage door now does blocking damage
Added: more detail throughout
Added: A 3D skybox
Added: soundscapes

Fixed: func_monitor in yellow node is no longer solid

Changed: door to spawn capture button now closes after button is pressed and toxic gas is released into room
Changed: removed one turret from the ramp area
Changed: glass on spawn capture room is no longer breakable (should never have been, oops)
Changed: how long the doors to the spawns stay open (from 4 seconds to 2 seconds)
Changed: punk HQ layout
Changed: various textures
Changed: increased speed of ramp and spawn capture door

Removed: 1 second delay after final objective is destroyed

Version b3 (Mar. 17, 2006):

Added: new exit out of the corps 2nd spawn
Added: new way to get to objective 4 (now objective 3)
Added: turret right outside punk's warehouse
Added: new room outside near comm tower with a button to temporarily protect the tower
Added: more detail throughout

Fixed: JIP screens showing the same camera
Fixed: glitchy ramp (heavies can now walk up it while spinning up minigun)
Fixed: turrets can no longer be destroyed in the spawn areas

Changed: corps must now recapture objective 4 (now 3) before they can recapture objective 3 (now 2)
Changed: tower is now super-futuristic :)
Changed: tower health has been raised to 3000 (from 2500)
Changed: moved tower security door
Changed: combined objectives 2 and 3 into one objective

Version b3a (Mar. 18, 2006):

Added: Some playerclip brushes to prevent people from getting on the roof

Fixed: Turrets not working at punk HQ

Changed: vent texture and size

Version b3b (Mar. 21, 2006):

Added: new exit out of punk HQ (onto roof)
Added: breakable vent above garage
Added: fan & trigger push in vent to make the vent less of a shortcut

Fixed: when corps re-captured objective 3 while back up generator was running, the tower shield would shut off.

Changed: vent size... again. All classes now must duck to get into the vent.

Version b4 (May 19, 2006):

Added: more detail throughout!
Added: obstacles in cyberspace
Added: new cyberspace node for teleporting a group of players
Added: new path to get to objective 3 w/ more lasers
Added: custom textured labels on all of the cyberspace terminals!!
Added: sniping window in comm tower utility building
Added: new button to control a wall in cyberspace

Fixed: door to comm tower getting stuck closed
Fixed: being able to see the comm tower from the punk HQ
Fixed: being able to get to areas of the map that shouldn't be accessed

Changed: hackable door for 1st objective now provides a new way to get to the server
Changed: ladder leading to garage to an elevator
Changed: objective 2 is now rising platform that is hidden beneath the floor (no more gas chamber)
Changed: datatrust textures to a new custom world news network textures
Changed: layout of the room with the generator
Changed: layout of the lobby
Changed: color-coded laser defese system
Changed: now allowing full access to roof
Changed: comm tower forcefield texture
Changed: ramp access button now toggles the red block in cyberspace (can go up and down now)

Removed: vent with fan leading to objective 3 (was out of place.. didn't like it)
Removed: vending machine
Removed: large pipe at comm tower
Removed: turret outside of punks HQ

Version b4a (May 29, 2006):

Added: New turret status monitor in corps first spawn

Fixed: Being able to noclip through tubes
Fixed: Being able to recapture objective 2 while punks are going after the tower
Fixed: WNN panels disappearing

Changed: Teleporter to an elevator
Changed: Must now press USE key to operate elevators
Changed: One of the vent coverings is now off
Changed: Placement of main lobby turret
Changed: Trashcan is now nailed to the floor
Changed: Tower shield generator now lasts for 15 seconds


Version b5 (July 11, 2006):

Added: More dys_locations
Added: In-game text at beginning of round - describing the background story of the map
Added: Some other things, that you'll have to discover on your own ;)

Fixed: Getting stuck in the teleport room if obj 3 is recaptured by corps
Fixed: Most of the FPS issues*
Fixed: Noob-proofed the spawn button platform

Changed: Vent system is now just a passageway behind the walls and beneath the floor.
Changed: Added slightly more damage on the blue lasers


*Note: I did some serious optimizing on the map, however, in one or two spots there wasn't much change. But I figure, I little faster fps is better than nothing. The problem is, sometimes you have to change your layout in order to achieve the best optimization... and I really didn't want to make any other major layout changes. So for now, this is the best I got.

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hope you like...[/url][/url]
Last edited by thedude on Fri Sep 22, 2006 12:26 am, edited 45 times in total.
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Postby Smoke_Max » Mon Feb 06, 2006 2:45 pm

Whoa whoa... very nice screenshots, have any cyberspace screenshots?
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Postby Cyanyde » Mon Feb 06, 2006 3:30 pm

ok ok, enough posting screenshots, get the damn map finished already!
:P

I will add it to the rotation on the #dys_mappers server as soon as it is released. (provided everything is working properly of course)
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Postby thedude » Mon Feb 06, 2006 3:40 pm

I'll add some cyberspace screenies tomorrow :)
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Postby Dogmeat » Tue Feb 07, 2006 5:07 am

I love that first screenshot especially, has nice use of lighting over the surfaces, although for the first 3 screenshots may I suggest variation in the floor.

Also watch out how many turrets you are putting in, they can be deadly.

Keep up the good work! :)
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Postby shif » Tue Feb 07, 2006 5:57 am

Also watch out how many turrets you are putting in, they can be deadly.


Looks like the whole map's been infected by em. <ba-doonk CHss!> Better go get the vaccine. <yoinked offstage by a cane around the neck>
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Postby shif » Tue Feb 07, 2006 6:02 am

On a serious note, the map looks pretty good. Best looking area is the first screenshot. It has the best architecture and best lighting complementing it. The last area is a contender though. I like how its not too cluttered but there's something of interest everywhere in the scene. Any way, looking spiffy through and through.
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Postby omenapuu » Tue Feb 07, 2006 8:43 am

thats one nice looking map there
im really looking forward to play that.
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Postby thedude » Tue Feb 07, 2006 9:21 am

Hey thanks guys for the comments. I never really noticed how many turrets are in those pics, and there are a ton! haha! but actually most of those with the turrets are pictures of spawn areas.. so realisticly, it's not too bad.

There are 2 different pairs of turrets that are both hackable and destroyable (similar to the ones in vaccine... not like that indestructable one in silo). So once I get some play testing in, I should be able to gauge whether there are too many or not.

Any ways, here are some screenies of CS

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Postby kuradan » Tue Feb 07, 2006 9:25 am

cyberspace looks great , but i dont know if that bridge is long enough , people might be able to just strafejump over.
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Postby thedude » Tue Feb 07, 2006 9:37 am

kuradan wrote:cyberspace looks great , but i dont know if that bridge is long enough , people might be able to just strafejump over.


yeah that cyber bridge is probably short enough to do it... but it's mainly just there as a small obstacle rather than a total blockage point. I think will play ok the way it is... but I'll definately keep in mind that it might need lengthening.
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Postby Pravda » Tue Feb 07, 2006 9:41 am

kuradan wrote:cyberspace looks great , but i dont know if that bridge is long enough , people might be able to just strafejump over.


Or boost themselves with the projectile. You can get some pretty nice distances doing that.
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Postby Smoke_Max » Tue Feb 07, 2006 9:47 am

Oh man.... I cant wait for this map... (Mind if I play test it?? :P )
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Postby thedude » Tue Feb 07, 2006 10:26 am

actually, if anyone wants to playtest... pm me, and when I get it set up, I'll pm you with the date/time/password ahead of time.
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Postby tr0mb0ne » Tue Feb 07, 2006 10:49 am

Cyberspace looks nice, but the rest of the map looks a little block-y...
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Postby Chronojam » Tue Feb 07, 2006 6:59 pm

I like it. Cyberspace reminds me of those hamster playhouse things made of translucent plastic.
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Postby The Snee » Tue Feb 07, 2006 8:10 pm

Looks real nice, looking forward to it.
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Postby Phyre » Tue Feb 07, 2006 9:39 pm

Looks awesome. I like the little glass barriers between the individiual spawns... I think this will be a fun map for the deckers ::cough roguecomgeek cough::
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Postby ReK_ » Wed Feb 08, 2006 7:05 am

mmm... hot
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Postby Ein Stein » Wed Feb 08, 2006 7:53 am

That's so sexy.. 8)
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Postby thedude » Wed Feb 08, 2006 12:46 pm

Thanks guys, if all goes as planned... I'm thinking testing may start tomorrow.

Here's some more screenies :)

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Postby Happy Goat » Wed Feb 08, 2006 1:29 pm

Looks great,looking forward to playing it.
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Postby Lez » Wed Feb 08, 2006 3:10 pm

Ditto.
The walls seem to be designed in a certain way mind....
"NO LEZ YOU MAY NOT USE US FOR CLOSE RANGE NADE FRAGS"
:(
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Postby Cyanyde » Wed Feb 08, 2006 3:26 pm

Gah! I can't stand it, post a link to the damn map already!! :shock:

Seriously tho.. I can't wait to check this one out, it looks like loads of fun.
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Postby Dragon_Mech » Wed Feb 08, 2006 3:39 pm

Lez wrote:Ditto.
The walls seem to be designed in a certain way mind....
"NO LEZ YOU MAY NOT USE US FOR CLOSE RANGE NADE FRAGS"
:(


Where's a link to Nelson's laugh when you need it? ^.^

Seriously though - Infect looks amazing. It looks professionally made. Good stuff.
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