Siege Desert Lugormod Prefab (1.0)

By Khyron Jinn
Date: 10-12-2008
Version: 1.0

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Jedi Knight: Jedi Academy
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TITLE: Siege Desert Lugormod Prefab v1 (I do not intend to make a v2, but the need may arise.)
AUTHOR: Khyron Jinn
WEBSITE: http://www.robophreddev.net (Main Lugormod Site)

FILENAME: siege_desert_prefab.lmd
FILESIZE: Really small. This text file is almost as big as the prefab.
DATE RELEASED: October 11th, 2008

CREDITS: All the work found in this entity file was done by me. I would like to thank Halcyon for the use of his server in the creation of this. I would also like to thank Ravensoft for creating this lovely map.

INSTALLATION INSTRUCTIONS: If you have a server and are running lugormod (Lugormod version MUST be greater than 1.0.9.6 or there will be a few bugs. Download the latest version of lugormod at www.RoboPhredDev.net), place the siege_desert_prefab.lmd file in mapentities>mp in your FTP or, if you are home-hosting, in your lugormod folder. Start your server on lugormod and switch the map to mp/siege_desert. To load the file, type (if you are level 1 admin) "mapents load prefab" (If you have RCON) "/rcon loadit prefab".

DESCRIPTION: Every (good) lugormod builder knows what a pain it is to have to clean up a map so it can be built upon. I have created this so that builders won't have to worry about that mess anymore. This is an entity file for lugormod. The purpose of this prefab is to eliminate wasted entities not needed outside of the siege gametype and make the map work well and flow naturally. This .lmd file contains the absolute bare minimum for starting (I.E. No quests, no stashes. You'll have to make that yourself). I will now describe, in detail, exactly what I did to make this map work properly for lugormod.

1. The elevators. On the wall, there are four elevators. I reset their targetnames to ele1, ele2, ele3, and ele4. In addition to the buttons to operate the elevators placed by Ravensoft, I placed buttons at the bottom of the elevator so players needn't jump into the elevator shaft to call it down. For the buttons, I used the bmodel switches found elsewhere on the map (I take great pride in almost never using misc_model_breakable and you will not find one in this prefab).

2.The breakable walls. For the purpose of using the bmodels for the breakable portions of the wall, I deleted them and replaced them with invincible versions of themselves. I only did this to the outer portions; the middle breakable wall is still breakable.

3. Doors. Every building with doors is now completely unlocked. The doors are independent of the little machines that locked them in siege. In order to keep the bmodels, I deleted and respawned the locking mechanisms to be independent of the doors.

4. The force field at the end. The force field at the end IS STILL THERE. In order to provide constant access to all parts of the map, I gave the func_usable of the force field targetname initial_entity so it shuts off on map start. To get it back, do /trace classname func_usable and /useent the entity number.

5. The satellite dishes. Ravensoft was really lazy in making these. I deleted them. However, inside the dishes are cool little cube (16x16x16) bmodels that actually originate at 0 0 0 (If you don't know what I'm talking about, I strongly recommend you go to RoboPhredDev.net and search for "bmodels").

6. The arena spectator area. Ravensoft made an area of the arena inaccessible to people without force jump or jetpacks. I placed little elevators so that everyone may access this area. The reason for this is so that, if the server wants to, a server is able to maintain sort of an rpg-ish feel to the game.


*You will notice that when the elevators are in the "open" position that the corner of the elevator is misaligned with the corner of the nearest brush by one unit. This is not a bug. You may edit this if you like, but I made it this way to avoid z-fighting when the elevators are in their "closed" positions.*


7. The arena. All the bars were deleted and respawned to be invinsible. The Rancor NPC was removed.

8. Wasted entities. All entities used by siege or not needed for starting a new lugormod map were deleted. This includes the swoop NPCs and all the target_ anything entities.

9. Spawn points. All spawn points were removed. Now there is only one at the Millenium Falcon.

TOTAL ENTITIES: 192 (About 1/5th of the maximum, which is 1024 in Lugormod 1.0.9.6. In the upcoming Lugormod 3.0, you may have UNLIMITED logic entities ((target_anything, info_anything, and some lmd_ entities. Non-logic entities are still limited to 1024.)))

BUGS: None. After all, one of the reasons for me creating this is to FIX bugs.

COMMENTS: Hopefully this entity file is the first of many. I have already begun work on t3_hevil and yavin2.

THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.