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Strangelove Community Mappack 2 - Released 
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Post Re: Strangelove Community Mappack 2 - Released
ah yeh, didn't look at that, thanks. :)

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Sat Sep 05, 2009 7:20 am
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Post Re: Strangelove Community Mappack 2 - Released
<RANT>

Damnit Gohan, get your ass into gear and sort out the mapvote .ini file ASAP! How can you singlehandly be allowed to disrespect & fuck up release day of a culmination of months of hard work by us mappers by not doing your role as admin as is expected of you?
If you don't like one of us,.. it's not an excuse to ruin it for the rest of us. By being an admin, you're supposed to showing an example of professionalism and respect for all; not being the selfish tit who has gripe against someone else and is seemingly using it as a cheap excuse to not only get at them, but to blatantly & definately disrespect the months of hard work & effort in creating stuff for the game we all love.
Now get your head out of your ass and PLEASE do what needs to be done to get the maps working properly in mapvote on the server/s! Thankyou!

R3p'.

</RANT>

Gohan, you know me to be fairly level-headed & respectful of others' feelings, (if outspoken sometimes); well this is one of those times, you've really pissed me off, but I'll be alright in a while; peace.. Just get your act together eh? Don't be an ass. Thanks. :;:


Sat Sep 05, 2009 3:02 pm
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Post Re: Strangelove Community Mappack 2 - Released
This is officially the first review for the SMP2 - written my feralidragon, in the ut99.org forum
Feel free to write your own reviews

*ps - due to the multiplayer replication bugs, the animated skyboxes are not available in online play :(


Feralidragon wrote:
I downloaded this pack yesterday, but only today I had the time to try them out, so here's my opinion:

- Cobra Towers: It's a great map visually and I bet gameplay is also great (since even with so many SLVs, there's enough room to get a good gameplay without spam imo).
But there are some things that could be improved in this map: the "forbidden" team areas should warn when you loose the flag, and also they should have a bit more details (like supports or something to ceiling, because when you look up it looks like a simple shape with simply a texture to the ceiling and another to the walls. Outside it doesn't need more details, since the towers and the surrounding architecture fullfills the map detail (and since more detail would mean more BSP processing, and we don't want that in SLV of course). Still in the "forbidden" areas, their entrance should be trimmed out to look better, since it just looks too damn basic relative to the rest of the map. About the rest of the map, I really liked those green super healths, and the GFX around the map, really cool and well used imho.

- Atomic Equilibrium: Really nice map, it reminds me a mix an actual SLV map (I think UrsVSDid?), so the gameplay should be like good mutation of the old one.
I liked the theme and the way it was shown here. But what I really liked above all on this map was the skybox: I think I never saw such good and animated city background in any map, and the moving jets idea, not only was very good, as it also was very well done (they really fly in a certain flow and different speeds, and not like in some maps where they make 90/45º everywhere they turn lol). Of course, all the other effects, such the fog/cloud fx and the city buildings are very well built. Also great idea on using the Redeemer 'screen static' texture to give that nice effect to the images in the bases. The rest of the map in the other hand could be better in lighting imho (more contrast, too bland now), and also some pillars in the middle don't have their textures properlly aligned in the U axis.
But other than that the map is nice.

- Enigmatic: Again the super city skybox, but now with the sun rising from what it appears to me. While it appears very good and has the fog correctly apllied, I think it doesn't have the sky walls surfaces No Smooth checked, so I can see clearlly the box lines, which is not good. If you plan to fix the map, check the sky walls (the ones with the sun and all) surfaces property No Smooth. While they will look a bit more pixelated, the lines won't be noticeable any longer, and it's better not have those lines, since they ruin the excellent skybox.
The map itself, you should do the same in those textures (No Smooth) behind the bases front wall (since there's a line too dividing what should be a single image). The rest, I trully liked the effects in the team symbols meshes, as well the little chargers below each pickup/weapon, and the map as a whole is very good and I didn't see any noticeable texture that wouldn't fit or unaligned. Really good job on this one, on details, lighting and layout.

- KeyRel: Well, to say the truth, this map disapointed me. Regarding gameplay, some passages are too tricky to handle a SLV to the base, and the ones which aren't are lifts and can only be go through on foot, but considering the amount of SLVs around, this should be player ok. Now about visuals, it could be much much better indeed. Regarding architecture, there are some weird looking passages and the lifts weren't nicelly done visually (the center cylinder covering the lift is not centered and looks bad imo), but overall it's ok. Still in architecture, I really liked those spiral type lamps and the way the lighting was built.
The lighting overall is right, but there are some areas which are overbrighten with just a relativelly small and low bright light.
The background (outside with the trees) is nice, nothing much to say here.
The texturing is really bad in some brushes, as many trims are unaligned, specially the ones with the golden writings/stripes, and they aren't that difficult to align, so I think the author didn't care much about the alignment of these, which was a mistake.
The trims at the entrances of the connections between the 2 bases have a texture that doesn't look any good imo. Overall, I think this is the worse map in the pack, and it could be much better with a little more effort from the author.

- Periculosus: Yet, another trully amazing map. The sky is excellent and the architecture is very good. Lighting could use some improvement (again a bit more contrast), but overall is also very good.
Again the 'static screen' fx used, and again the texture behind should have No Smooth checked, since the line in the middle is there again. The only thing that could be improved is the lava environment: I don't say to be more bright, but even with that level of brightness the surround walls should have the emitting light from that brightness (which could be done either with lighting, or better yet, a little texture edit to add some red/orange at the bottom to look more realistic. Other than that, the map is excellent.

- Ultra: Not much to say about this one. It's basically a new Enigmatic but with some more detail in the map from what I saw, but in space and a different layout. Still, of course, it looks very good, but after Enigmatic, this one doesn't bring really anything new besides the slightly different environment.


Well, overall, it's really a great SLV mappack, and I hope you guys do these more often. :tu:
So far, Good Job :gj:

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Sat Sep 05, 2009 7:17 pm
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Post Re: Strangelove Community Mappack 2 - Released
Holly shit R3p if Sull wouldn't have uploaded the maps to NY for me they would have not have been added until now. I love the mappack don't get me wrong but I would not want to be pressured to have a specific time frame to add it to a server, sounds like nazi's giving orders or something.

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Sun Sep 06, 2009 2:13 am
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Post Re: Strangelove Community Mappack 2 - Released
Slim_Shady wrote:
Holly shit R3p if Sull wouldn't have uploaded the maps to NY for me they would have not have been added until now. I love the mappack don't get me wrong but I would not want to be pressured to have a specific time frame to add it to a server, sounds like nazi's giving orders or something.


Alright, alright, so I got it spectacularly wrong. Gohan,.. I'm sorry for the outburst. I was wrong. I put my hands up, guilty as charged; you may fire when ready. :): Sorry.


Sun Sep 06, 2009 5:36 am
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Post Re: Strangelove Community Mappack 2 - Released
Thanks for finding a way to break Rextended, R3p! (The mutator expects those messages to appear in order to function correctly.) :XD: I wonder if I should fix that.

Sorry about the lack of mapvote on IG, I forgot to add the maps to the list. It is fixed now.


EDIT: About the SkyBox issue that Madis mentioned, that could be possible to fix. Setting the NetworkRole to Simulated could help, but SkyBoxes still do make things disappear after a while so it is not a sure-fire fix.

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Mon Sep 07, 2009 10:00 pm
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Post Re: Strangelove Community Mappack 2 - Released
For some reason the smp2 maps will not download for me, I tried different maps and different servers. It starts then just stops.

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Post Re: Strangelove Community Mappack 2 - Released
It's probably cuz of that god aweful MAC?!?


Thu Sep 10, 2009 1:14 pm
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Post Re: Strangelove Community Mappack 2 - Released
sOothing.rash wrote:
For some reason the smp2 maps will not download for me, I tried different maps and different servers. It starts then just stops.

Did you try just downloading the pack from here Rash and then trying to put .unr in maps, .utx in textures and so on?

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Thu Sep 10, 2009 3:34 pm
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Post Re: Strangelove Community Mappack 2 - Released
Alaric wrote:
It's probably cuz of that god aweful MAC?!?

yes
Slim_Shady wrote:
sOothing.rash wrote:
For some reason the smp2 maps will not download for me, I tried different maps and different servers. It starts then just stops.

Did you try just downloading the pack from here Rash and then trying to put .unr in maps, .utx in textures and so on?

thanks, I'll try it later.
....oh its a .rar file, I get a format error. justgonnafuckinggoogleit :/

ok I finally found a program that my old ass OS will run, extracted everything and works like a charm.
Thanks again Slimdog!

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Thu Sep 10, 2009 3:50 pm
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Post Re: Strangelove Community Mappack 2 - Released
should be posted up at the moddb profile soon!

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Sat Sep 19, 2009 2:14 pm
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Post Re: Strangelove Community Mappack 2 - Released
update:

SMP 2 available at ModDB here: http://www.moddb.com/mods/strangelove-2 ... map-pack-2

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Sun Sep 20, 2009 4:19 am
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Post Re: Strangelove Community Mappack 2 - Released
[S&H]dirtbag wrote:
update:

SMP 2 available at ModDB here: http://www.moddb.com/mods/strangelove-2 ... map-pack-2
Good plan! I just made a news post over there about it. (Waiting to be verified.)

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Sun Sep 20, 2009 10:12 pm
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Post Re: Strangelove Community Mappack 2 - Released
Some players with slower connections/computers are complaining these map packs are unplayable due to lag.

Is that because of the textures, map size, number of objects?


Tue Sep 22, 2009 9:09 am
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Post Re: Strangelove Community Mappack 2 - Released
Necromanteion wrote:
Some players with slower connections/computers are complaining these map packs are unplayable due to lag.

Is that because of the textures, map size, number of objects?


That depends on their hardware and particular maps they played. It's most likely not the textures, since those are standard resolution. All the maps were relatively standard size, too. Ultra could have some performance drop for some players since it's not zoned and has quite some detail. Same story with Enigma. And perhaps Cobra Towers. I can't say the others have a tendency to lag.

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Sat Oct 03, 2009 8:09 pm
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