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Red Eclipse data module for maps included in the game
One of the teleporters is placed too close to the wall and/or its range value is just too high. When you touch the area near the selected teleporter on the side you can see in the attached screenshot, you are teleported, too. This is especially annoying while playing deathmatch with gladiator mutator, because you cannot escape the "hidden" area.
I think it's better to change the position of the teleporter a bit instead of reducing the range value, gameplay is affected less this way.
Tested and reproducible with 1.5.5 release.
Rift is missing cameras/rails for spectator mode, add them.
This commit cd01ca8 reintroduced an old version of decay; cfg/mpz files should be more recent versions.
The most recent files are attached here:
http://redeclipse.net/forum/viewtopic.php?f=5&t=728&p=7567&hilit=decay#p7567
The next release has support for "map descriptions", which are shown when hovering over a map with the mouse. All maps should be updated to include a short blurb in this field.
All maps need to be ported to Tesseract before 2.0.
Maps will be listed here and will be crossed out as they are finished.
Map port requirements:
Notes on performance compared to Cube 2:
Finished maps are struck through.
Maps that are in progress or have been "claimed" are italicized.
Maps which have severe issues (glitches, overbright, dark, lag) to the point of unplayability are bolded.
8/26 complete.
Battlefield
Bloodlust
Cargo
Castle
Center
Conflict
Darkness
Deathtrap
Deli
Depot
Dropzone
Dutility
Echo
Enyo*
Error
Panic
Ghost
Keystone 2k
Livefire
Nova
Polaris
Suspended
Abuse
Tribal
Ubik
Wet
0/9 complete.
Absorption
Cyanide
Decomposition
Escape
Hinder
Neodrive
Relax
Testchamber
War Depot
1/4 complete.
Disco
Eternal
Singularity
Torus
*Enyo is still in the maps repository but is not in the rotation.
Decomposition needs a few extra checkpoints, especially after the drop which requires momentum to boost on to the platform.
there's a texture error on the rock models in discontinuity
In short; the map has been made slightly smaller by removing the tall pipe room and some of the connecting areas. The underground passage has been shortened in length and now better connects to the rest of the map. Some areas have had the texturing improved and weapon placement adjusted.
I've playtested it's current state with 6 bots and it seems to flow better, there's more action across the map. Here's the forum link with the updated map file so that anyone can test it, if they cannot find any more issues with the map. I've named it decay2 so that you can easily compare the changes.
http://redeclipse.net/forum/viewtopic.php?f=5&t=728#p7567
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