SGEgyptJA

By Wade
Date: 02-18-2004

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* SGEgyptJA *
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Mapping: WadeV1589
Models: WadeV1589
Textures: WadeV1589, Scotty79
Sounds: WadeV1589, Scotty79
Deathglider: Manquesa, Andy

Contact: MSN - eternus_insilenti@hotmail.com
AIM - wadev666
ICQ - 47568513
Y! - wadevalentine1589
WWW - http://www.stargatemods.com/

Beta testers: Craig, Scotty79, Andy, -=Rikku=-, Khem, Chemix

Game type: FFA, TEAM, CTF

Creation time: Around 2 weeks, including the several debug days.
- my fastest yet (for a map this size)!

Compile time (lighting): 4 hours which included 8 light bounce passes.


Special thanks to anyone who has shown continued interest in the Stargate maps.


Installation Notes
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Place ALL PK3's (4 in total) in Gamedata\base\ and either use the console
(type in /map sgegyptja) or select it from the in-game browser.

The deathglider is in it's own PK3 meaning you can easily remove it should
you so need to (thanks to the max vehicles error!) Just move deathglider.pk3
out of the \base\ folder! You will still be able to play the map but there
will be no deathgliders in it.

If you choose to not use the deathglider, there is a second map in this PK3 that
uses the x-wing instead meaning you can play without the new ships but still
be able to fly around.


Main Features
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Real-size (ratio) mothership that you can fly around using
Deathgliders - thanks to Manquesa
Goa'uld Transport Rings that no longer bug out!
Dialing gate - which means one way travel at any one time.
Careful use of dynamic glow - even if it kills your FPS try it with
r_dynamicglow 1 just once!


Information
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Many many moons ago I released a map called SGEgypt for the game Elite Force.
This map turned out to be extremely fun to play just because of it's odd style;
it worked well. I recently was playing this map with 2 friends and one of them
joked about remaking the map seen as I had never done a v2 and it deserved on.
So instead of doing that...I made a totally new version, based on the original
for Jedi Academy.

This is a big map, not huge, but big. It took a fair amount of time to map and a
fair amount of time to compile. FPS should be respectable at most times of the
map due to the way it was mapped - this is not true however if you start flying
around and I make no promises as to your FPS in the death gliders!


Known Bugs
----------
Although the rings have been fixed of their previous bug (where they'd spawn many
many times unstoppably for 8 seconds), they now - if the server gets a lag spike -
go into an 8 second loop where they will play repeatedly every 8 seconds; currently
the best method to fix this is a map_restart. It is rare though and shouldn't happen
on dedicated servers.
You may get stuck in the wormhole at the end of the tunnel effect, I couldn't do
this myself so never could fix it but 1 or 2 testers reported it. If this happens,
run back to the beginning and you will be re-thrown towards the end, it's far faster
than running all the way to the end yourself!
The character lighting in the ha'tak is very dark in the corridors. It refused to be
fixed after 2 RC's and a final so I left it!


THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION
OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A
DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.