NSL Maps redundant with 263?

Kilo
5727
Vexta
Posts
52
Location
Lesta, Englishland, United Kingdom of Great Britain and Northern Ireland
Joined
1 September 2013
12 February 2014 - 10:46 CET
#1
As the new build will feature a console command to "reduce light count" on all offical maps, has this made the only purpose of NSL maps the cross-spawn feature? or will NSL maps still remove less lights/other obstructive entities than what the offical feature is set to do?
malga
4353
iMAGINE
Posts
35
Location
Spain
Joined
24 December 2012
12 February 2014 - 13:05 CET
#2
AFAIK NSL maps remove even more lights so it should keep being our option for competitive play.

ALL HAIL MENDASPPPPPPPPPPPP.
Mendasp
2781
I'm disappointing
Posts
81
Location
Valencia, Spain
Joined
12 May 2012
12 February 2014 - 16:35 CET
#3
Actually, the NSL maps do more than that, they remove sounds, they remove cinematics/particles/holograms, and of course the light counts.

But I'm doing all of that with Custom HUD at the moment, including replacing the "low lights" version of the official maps with the NSL version (only in b263), there's still a big difference in light counts between the official low lights and the NSL lights.

So, they are not needed anymore, but for a different reason. Also the cross spawns is taken care of by the NSL mod in vanilla maps.

I'm still going to update the NSL maps when the non-beta 263 releases so people without CHUD can still play them, but the idea is to transition away from them, but they'll still be around just in case.
Kilo
5727
Vexta
Posts
52
Location
Lesta, Englishland, United Kingdom of Great Britain and Northern Ireland
Joined
1 September 2013
12 February 2014 - 23:26 CET
#4
Nice one, great work! UWE have obviously noticed how effective it is to add it as an offical game option. We also run you're custom HUD mod on our server, another brilliant plugin! Thanks
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