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headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - [Map Beta] MP-Dash
I have this up and running on a continuous loop at -=|ASS|=- Arcade.
TseTse: I didn't play any UT other than the demo (thought it would be awesome if I had a jetpack!).
What was the "user experience" in downloading a map from the server? I never got Dash_Beta to d/l successfully - felt like 20-100k. Is the d/l throttled to not impede gameplay? Is there a server config for this?
I thought the T2 autodownloader user experience was awesome, am hoping the T:V is as good or better.
I'll monkey w/moving the map off world later today to see if this improves d/l performance.
Gee, the sounds exactly like the "map distro backend" that tribes2maps/autodownloader was trying to achieve. The UT engine impresses me more & more each day. Can't wait to dive deeper. Wouldn't it be cool if...
Got the redirector up and the compressed mapfile (uz2) posted. significant improvement in loading (I never got the uncompressed map (16meg) deployed to the server to download - even via LAN).
Jump in -=|ASS|=- Arcade and check out Dash_Beta ya'll.
Thanks again Tse Tse for all the great T2 maps and pointers on how to get a community map deployed. Too bad for us all that custom maps in regular rotation on T2 never really off. I look forward to helping proliferate fantastic community maps in Tribes Vengeance.
Hi Tse Tse. We ran this the other night in a locked server scrimmage, 6 to 10 players throughout the match.
Peeps enjoyed the T2 textures and "ski-ability" of the map. Open flags were accessable but challanging - the flagrunners had to "stick" the flagstand on their first attack - rarely made it out alive if they missed and had to re-adjust. Rewarded teamwork/skill.
The only negative I could report was I general dislike of the spawnpoints. Dunno if we're all getting soft, but we all agreed we liked the layout/distances of spawnpoints to deployables to flag in the boxed maps more. Tight enough to keep games tight/exciting/interesting and allow a team that gets cleaned off a chance to recover. In Dash, once a team lost it's footing, the map was lost. Difficult to get back to flag/deployables and turn momentum. Frustrating for all the wrong reasons. Could be a good "strategic" map for comp play, but this could be an achilles heel that could make it fall down the rotation list in public server play.