Unfortunately one of the teleporters causes the player to become stuck upon exit. We've seen this in other maps as well, such as (Atomic Flow). This seems to have something to do with higher FPS (at least zuggzugg does) and we were able to exit the transporter fairly reliably by capping our FPS at 60 or less. I have a suspicion this is also why the jump pad trajectories are sometimes WAY off in certain maps too.
Is there a way to fix this in the game? If not, what would be the right way to do it? Some of these maps are REALLY good, and deserve to work properly in modern games.
Edited 20 seconds after the original posting.
you can move the teleporter exit and have a fixed version for your server. it's an easy enough process, but depending on where you're playing, it might not work (sv_pure 1 is a nuisance, i think everyone needs to download the fixed version if you have this enabled).
import the bsp into netradiant-custom (file -> import -> tm3_zuggzugg.bsp), move the entity, then recompile with only the flag "-onlyents" enabled. you now have a fixed bsp.
@Tig and everyone else - what's the protocol here for something like this? The recently announced Redux Jam is all about improving old, ugly, and broken maps, so I assume that releasing this is okay (if it works and is "finished") with the community. ? I've included the original txt files so author attribution/information is preserved.
I think it's a very good map and deserved to be fixed, and folks ought to be able play it as it was intended.
Edited 32.95 minutes after the original posting.
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