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ryguytheguy
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Re: [Custom Map] [WIP] QSwitch

Postby ryguytheguy » Thu Jan 08, 2015 5:31 am

Some small issues that I've noticed:
-The elevator that can only access floors 1-4 Has an issue when you are on floor 4 and you are directly next to the buttons. It causes your Item in hand to flicker violently. (epilepsy warning)
-The cafe parking garage door is a bit low and you bump your head.
-The double doors in the front of the building aren't both locked, if any, only the right door is locked.
-Items fall through elevator floors (Cardboard Decoys, Motion Sensors, Etc.)
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R3vo
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Re: [Custom Map] [WIP] QSwitch

Postby R3vo » Thu Jan 08, 2015 7:42 am

Map seems pretty balanced, intruders have tons of ways in but guards can pretty easily lock down the server code and rig up the 3rd floor package. I do suggest adding a easier way into the 3rd floor vents so guards will have to be smart with their rig. I also think there should be a way to disable the motion sensor for a good one or two minutes to draw the guards out or even intruders if they took control, could be something in the guard camera room.

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spy
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Re: [Custom Map] [WIP] QSwitch

Postby spy » Fri Jan 09, 2015 1:48 am

This is probably something that needs fixed soon.

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actionman
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Re: [Custom Map] [WIP] QSwitch

Postby actionman » Fri Jan 09, 2015 2:45 pm

spy wrote:This is probably something that needs fixed soon.

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Oops! I accidentally flipped that face somehow!
Fixed in the current version, along with lots of new features :D

R3vo wrote:I do suggest adding a easier way into the 3rd floor vents so guards will have to be smart with their rig.
As well as the difficult routes (requires a teammate move the elevators while you stand on top of them), I've added a new easy entrance on L4 itself, right near the VIP suites. Gives the intruders a reliable second way into the suites other than the front door.
I also think there should be a way to disable the motion sensor for a good one or two minutes to draw the guards out or even intruders if they took control, could be something in the guard camera room.
I've added a "reboot" button the L3 guard (spawn) room, which disables the system for a short time, but you can repeatedly press it to deny access for longer periods. I've also added a 2nd display of the motion sensor data in that room - but the reboot button disables both this new display and the existing one on the ground floor.

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spy
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Re: [Custom Map] [WIP] QSwitch

Postby spy » Fri Jan 09, 2015 4:09 pm

These awesome frequent updates are just awesome.
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maxwell218
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Re: [Custom Map] QSwitch

Postby maxwell218 » Sat Jan 10, 2015 4:08 am

Awesome map dude, here's something that might get your attention :mrgreen::
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This screenshot was taken right next to the server room door, close to the guards spawn location.
Anyways, great looking map you got there buddy :D.
Salut à tous! Bon jeu à vous et merci de ne pas utiliser Google pour lire cette signature ;).
I do Team/Clan signature (for free of course), so pm if you're interested!

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actionman
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Re: [Custom Map] QSwitch

Postby actionman » Wed Jan 14, 2015 1:11 pm

maxwell218 wrote:Awesome map dude, here's something that might get your attention :mrgreen::
...
This screenshot was taken right next to the server room door, close to the guards spawn location.
Anyways, great looking map you got there buddy :D.
Fixed in v29, thanks.

The next update is going to be out a little slower. I'm back at work now, and it's a big update 8-)
I'm connecting the side-door carpark to the back-laneway (where the garage entrance is) so that the intruders truly have 360º freedom to move around the outside of the Q-Switch building.
I'm also adding background scenery, a few new rooms, expanding the roof area, and as usual, more vents!

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spy
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Re: [Custom Map] QSwitch

Postby spy » Thu Jan 15, 2015 12:47 am

The background scenery is going to look great, looks a bit dark in the screenshots but I'm sure you'll have that changed.
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badger
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Re: [Custom Map] QSwitch

Postby badger » Sun Feb 01, 2015 10:44 pm

Looks quite nice, well done.
Last edited by badger on Tue Jan 16, 2018 9:59 pm, edited 1 time in total.
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RobStorm
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Re: [Custom Map] QSwitch

Postby RobStorm » Thu Feb 05, 2015 10:47 pm

Love this thread

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acridmeat
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Re: [Custom Map] QSwitch

Postby acridmeat » Wed Feb 18, 2015 11:51 pm

Hey actionman! I love the ambition of this map, there's a ton of cool aspects of it. I think it would play a lot better with 5v5 or maybe even 6v6 though! Keep at it.

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actionman
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Re: [Custom Map] QSwitch

Postby actionman » Fri Oct 14, 2016 1:23 pm

actionman wrote:The next update is going to be out a little slower. I'm back at work now, and it's a big update 8-)
I'm connecting the side-door carpark to the back-laneway (where the garage entrance is) so that the intruders truly have 360º freedom to move around the outside of the Q-Switch building.
I'm also adding background scenery, a few new rooms, expanding the roof area, and as usual, more vents!
Wow: posted Wed Jan 14, 2015 11:11 pm... I didn't mean for it to be that long! A lot of real life got in the way in the meantime, but after a long break, qswitch is back online!

There's a lot of changes - see the changelog on the first page!
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The current version doesn't have lighting and visibility pre-computed, so it will run at 10fps unless you have a newish PC... but it's back :)
I'm running a lighting/occlusion bake now, so will hopefully have a less FPS-crushing version online soon.
Last edited by actionman on Sun Oct 16, 2016 4:46 am, edited 1 time in total.

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RobStorm
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Re: [Custom Map] QSwitch

Postby RobStorm » Sun Oct 16, 2016 2:16 am

Looks like the FPS is much better in version 2

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ryguytheguy
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Re: [Custom Map] QSwitch

Postby ryguytheguy » Mon Oct 17, 2016 6:40 pm

Aww yeah! well done! I can't wait to get a full game going on this map now that we have more than 4v4 servers. Great work!
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actionman
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Re: [Custom Map] QSwitch

Postby actionman » Sat Oct 22, 2016 4:18 am

A few other map makers have asked how the security cameras work, so you can download them as a unitypackage prefab here:
https://www.dropbox.com/sh/zjslhf37wkfs ... Pnsqa?dl=0

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Vectrex720
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Re: [Custom Map] QSwitch

Postby Vectrex720 » Fri Apr 28, 2017 9:18 pm

Any chance we can see this added into the map pool? This has been one of the most complete maps for a long time, pretty underrated too. I'll try to get a few games going to see how the new players like it, but I hope this is considered!
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ryguytheguy
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Re: [Custom Map] QSwitch

Postby ryguytheguy » Sun Apr 30, 2017 10:08 am

Vectrex720 wrote:Any chance we can see this added into the map pool? This has been one of the most complete maps for a long time, pretty underrated too. I'll try to get a few games going to see how the new players like it, but I hope this is considered!


Especially with 12 player servers and team switching, is love to see qswitch active again.
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actionman
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Re: [Custom Map] QSwitch

Postby actionman » Sat May 20, 2017 11:32 am

The skybox has been broken rendering it kinda unplayable. I just very quickly made the sky blue in the latest version.

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RobStorm
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Re: [Custom Map] QSwitch

Postby RobStorm » Sun May 21, 2017 12:35 pm

excited to play with 20 people

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actionman
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Re: [Custom Map] QSwitch

Postby actionman » Sun May 21, 2017 10:58 pm

RobStorm wrote:excited to play with 20 people
I might have to make up a PNG file building/street map to distribute to players before the match :lol:

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