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Aetherian Void 1.41

By TheMooseIsLoose
Rating:

Giant black spires surround rainbow dusted plateaus. 1.41 fixed black pregame elements.
Size: 20 x 20

PLAY ON THIS MAP


Downloads: 2
Manual downloads:
http://api.springfiles.com/files/maps/aetherian_void_1.41.sd7
http://zero-k.info/autoregistrator/maps/aetherian_void_1.41.sd7
http://spring1.admin-box.com/maps/aetherian_void_1.41.sd7


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CArankTheMooseIsLoose
21 days ago
Thanks to USrankAdminSprung for help with this version, black UI issues were actually fog covering the interface! Mappers learn from my mistake and always have your fogstart lower then your fogend, never greater or equal.



+3 / -0



CHrankAdminDeinFreund
21 days ago
(edited 21 days ago)

Map caused some weird resizing during load screen for me.

Imo it seems a little blunt. There are those really nice crystal details on the hills making the other areas feel lacking. Especially the border which I assume to consist of large scale crystals could also have some finer features.
+0 / -0


USrankAdminSprung
21 days ago
Rocks on the sides have no collisions.


The map crashes on `/water 2`.

+0 / -0



CArankTheMooseIsLoose
21 days ago
(edited 21 days ago)

Is setting dynamic water even supported by chobby? It has massive performance draw and should never be used.

With SM3 and other stuff getting purged engine side I'm tempted to suggest dynamic/basic water removal as well.

The outside will eventually be reworked, texture and details don't match the new outer areas. I tried more crystals with multiple sizes but had to remove the smaller ones due to performance impact.
+0 / -0


USrankAdminSprung
21 days ago
(edited 21 days ago)

quote:
Is setting dynamic water even supported by chobby?

ZK's F10 menu currently offers dynamic. Removing it from the list can be considered but a map probably shouldn't crash this way regardless.

quote:
I'm tempted to suggest dynamic/basic water removal as well.

Basic water is already gone for 105 but looks like dynamic stays for now.
+0 / -0



CArankTheMooseIsLoose
21 days ago
Okay, fixed the dynamic water crash easily enough. Anyone have ideas regarding the loadscreen scaling?
+0 / -0



CHrankAdminDeinFreund
20 days ago
I don't think the load screen is an issue. What about the collisionless rocks?
+0 / -0



CArankTheMooseIsLoose
20 days ago
(edited 20 days ago)

Easily fixed with collisionvolumescales ={40, 40, 40}, (just guessing numbers for that example)

EDIT: Except the aren't centered properly so that's not going to work.
+0 / -0
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