T Beezie wrote:JacksonCougAr wrote:yes... thats the ONLY sound if I'm right though... Needed more (And don't even bring up what I think someone might!)... Just don't.
I'm assuming that you know of an application that rebuilds sounds properly?
Or, you know how to convert SP BSPs without nulling out the [lsnd]s to prevent freezing?
Wow... I would love to see that.
WOW, it was actually posted the in the repository months ago howto fix corrupt sounds, bitmaps, etc. Simply reference them when decompiling.
Not very hard. I posted a video in disscusion over a month ago with this SAME conv map that we've been playing on xbc for like 2 months.
Wow, you would love to see that? There, now you've seen it. Ive done MANY rebuilds and NEVER ONCE had to null lsnd's to prevent freezing.
Yes this map you made, tbeezie, gets very laggie. Try playing on sys link with 8-10 ppl like I did. Or even 2. Still trying to figure out the purpose for the warthogs, when the streets arnt even wide enuff to make a u-turn.
Should this be in outstanding? I don't think so. Far too many ai for this style of close-combat map. Turrets shouldnt have a light on them, in my opinion. Wart-hog lights are always on??? This map certainly isnt dark enuff to warrant a night vision sniper, and to boot, it has night vision as soon as u pick it up???? The map is very laggy as soon as u pick up the human sniper, too. Back alleys are much, much, darker than main courtyard. Too easy to 'get out' of the map, as well as many holes in the sbsp everywhere.
I do love the night-ops series, tho.
5/10