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Bottling Room Multiplayer BETA

 
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bmw
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Joined: 04 Jan 2006
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Location: Michigan

 PostPosted: Tue Oct 20, 2009 10:36 am    Post subject: Bottling Room Multiplayer BETA Reply with quote Back to top

Finally finished. Apply the ips patch and load facility from the level select menu.

I'm fairly sure I've worked out all the clipping and bg bugs, but if you find any, post them here. This level will eventually be part of a 12-level multiplayer pack (which I'm kind of writing from scratch).

There have been numerous background changes, designed to both improve framerate and to add a few travel routes. Also imported part of the runway and connected it to the back of the bottling room.

4-player is still, IMO, too chopopy to play. But 2-player and 3-player play very well. Confirmed framerate improvement over the original map I released several years ago is 20 percent (12 percent from bg mods, 8 percent more from a more lean setup file).

http://battlefieldforever.com/hackers/misc/ge/patches/bottlingroom.ips

 
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SubDrag
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Joined: 16 Aug 2006
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 PostPosted: Tue Oct 20, 2009 1:13 pm    Post subject: Reply with quote Back to top

It's a really unique mod, I like it a lot. Do you want this on the vault in beta stage to be replaced later by finished?
 
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bmw
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Tue Oct 20, 2009 1:25 pm    Post subject: Reply with quote Back to top

I still have a few very minor fixes to make - the back railing is partially transparent (I may have accidentally deleted a draw command related to that, I should fix that) - also one clipping area in my modified hallway that needs to be pulled back from the wall a bit.

I'd say add it in a few days after I post a final fix. Maybe for the vault release I can at least get a menu text/picture mod up.

Also worth pointing out is that I ended up sticking with barrels instead of the bottling tanks - those tanks had a lot more polygons and multiply that by 8 and the difference in slowdown was noticeable compared to the barrels. They were also a pain to try to clip around since simply using collisions didn't work well because of the shape of the tanks.
 
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Wreck
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Joined: 14 Dec 2005
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Location: Ontario, Canada

 PostPosted: Tue Oct 20, 2009 9:46 pm    Post subject: Reply with quote Back to top

This looks like it's really turned out nicely, BMW. I can't wait to give it a playthrough and check out all the new routes you can take. Hopefully I can even get a game or two in online. It's been far too long since I've played any multiplayer GE. Your original Bottling Room was great with the explosives weapon set, and this one looks to be even better. One thing is for sure, you've definitely inspired me to get back on my map pack and start making some modifications to the maps that need them most. Smile
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EternallyAries
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Joined: 05 Oct 2009
Posts: 1943
Location: Las Vegas

 PostPosted: Wed Oct 21, 2009 11:48 am    Post subject: Reply with quote Back to top

I Love Your Level BMW Very Happy
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Wreck
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 PostPosted: Fri Nov 06, 2009 3:24 pm    Post subject: Reply with quote Back to top

Finally got a chance to try this thing out. That's quite the level mod you've come up with, BMW. There's countless changes throughout the entire map. From simpler things, like removing certain pieces of architecture and stretching other parts over top, to more advanced modifications, like creating new doorways between rooms and importing a whole area from Runway. It's quite a huge difference from the previous version of the Bottling Room, that's for sure. It makes me look forward to seeing what you've got next for us. Wink
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bmw
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Joined: 04 Jan 2006
Posts: 1367
Location: Michigan

 PostPosted: Fri Nov 06, 2009 5:29 pm    Post subject: Reply with quote Back to top

Thanks.

I've come a long way with my streets mod, its temporarily on the backburner whilst I reinstall Windows on my main computer (which, has turned into quite a time consuming project in and of itself). I plan on getting back to it soon though, my bg modifications are roughly 80 percent done.

The only other internal rooms I'm adding to this map (in addition to the one I showed in the screenshot in the other thread) are in the garage area. Oddly enough, without any modification whatsoever, the smaller garages from the depot import perfectly size-wise, right down to the exact unit. So there are 3 garages side-by-side (and I made significant structural mods inside for framerate purposes) and I put windows between garage 1 and 2 as well as 2 and 3 so you can walk to the back of the garage and see into the next one.
 
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Wreck
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Location: Ontario, Canada

 PostPosted: Fri Nov 06, 2009 11:26 pm    Post subject: Reply with quote Back to top

The Streets garage idea sounds quite promising. I'll be interested to see how that works out for you.
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