A very nice detailed made Matrix map made by MoonQuake. Good up the great work!
Changelog for the Matrix 1.1:
-Visual improvements in the Lobby, Dojo sidehall and backhall, Elevator, Office corridor and Rooftops.
-Improved .NAV system for bots. They're bad asses now, even level 1 bots! They throw grenades when they should and the correct type, and they plant on both bombsites evenly. They use the teleporters efficiently.
-Fixed issue with people getting stuck out of the elevator: they're teleported in the white room if stuck outside.
-Slight performance improvements in some rooms.
-Improved Dojo and Office destruction FX.
-Enlarged some doorways for easier access.
-The lighting with flashlight and cubemaps problems were automatically fixed by the 9/23 update.
-Other minor fixes
------------------------------- Changelog for the Matrix 1.1: ------------------------------- -Visual improvements in the Lobby, Dojo sidehall and backhall, Elevator, Office corridor and Rooftops. -Improved .NAV system for bots. They're bad asses now, even level 1 bots! They throw grenades when they should and the correct type, and they plant on both bombsites evenly. They use the teleporters efficiently. -Fixed issue with people getting stuck out of the elevator: they're teleported in the white room if stuck outside. -Slight performance improvements in some rooms. -Improved Dojo and Office destruction FX. -Enlarged some doorways for easier access. -The lighting with flashlight and cubemaps problems were automatically fixed by the 9/23 update. -Other minor fixes ----------------------------------------- Major known issues with the Matrix 1.1: ----------------------------------------- -The elevator is still shaky. Elevators aren't working perfectly online because they bump into players and players bump into each other so sometimes you feel like everything's shaking. This will never be better until it is improved by Valve. -The elevator might be missing when you start a new round but short after, the doors shut and you can't see the problem anymore. This is a bug related to timers and outputs for certain objects. The timers don't reset between rounds in CS:S for unknown magical reasons. The problem was reported to Valve and the future will tell us if it will be fixed or not. -Limited bot support: they get stuck sometimes but everything is fine other than that. They are smart-asses that hide in ducts, use teleporters and use the elevator efficiently. They just get stuck from time to time. -DirectX 8 mode: The map seems to present minor texture bugs when run in directx 8 mode. Nothing important, things like grainy white texture in the white room or some textures are super shiny when they're not shiny in dx9 mode. There seem to be issues with swap buffers also when details are set too high in dx 8 mode. -DirectX 7 mode: the matrix zone hack texture (the weird liquidish one) shows up as plain white or plain green in Dx7 mode. Also, the same problems found when run in DX8 mode are here too. Grainy textures. But no reflection problems since there are no such things in DX7 mode. --------------------------- MAP INFORMATION FOR GEEKS: --------------------------- -This map took me 4 months to improve, from beta 1 to beta 3, and to this version 1.1. (Hopefully the last one) -Total build time in Hammer: 1h 59 min. -This map has 3819 light sources! -This map has 1 easter egg, 1 hidden signature and 1 hidden message. -Total players dead from failing the roof jump during testing: around 50 -% of players who made the jump the first time during testing: around 10% (excluding me, lol!) ---------------- SPECIAL THANKS: ---------------- -To my lovely girlfriend who supported me and has a lot of patience. :) xx -To Zack who contacted me first, got interested in my project and made the Matrix Guide, and all the folks over at Wastelandsgaming.com who helped me beta test the map. <3 -To Coconut for the tips to improve the .Nav file. -To Pepsi Cola -To Budweiser and Stella Artois Beers (and others I remember vaguely) -To Spicy Tostitos corn chips -To Zesty Lime Tostitos corn chips -To Winamp for the internet radio -To C0CoNUT for the .NAV tips. -To all CS:S players visiting the forums for their support, suggestions and bug reports! -And finally, to Valve of course (BTW, you guys got an open level designer position?) -God, bitch-slap me if I forgot someone...
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