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Author: DeekCiti Environments

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CLOUD CITI - CALL OF DUTY 4 MULTIPLAYER - DEEKCITI ENVIRONMENTS

2009 DeekCiti Environments Production
Last Edited - July 17th, 2009

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CREDITS
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"I want to thank .KILLER. for his scripting help on the Convoy Turrets, the Team Breakable Walls and the Team Doors, and for just being an all around great guy for all his help on everything on Modsonline. This map could not have been done the way it is without your help, thank you!!"

"I also would like to thank Slayer of the (ACC) Clan & Friends for their efforts in a pre-beta testing of the map (beta 1.0) before public release. Your efforts are very much appreciated!"
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IMPORTANT !!
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1. Servers, Use the cloud_citi.cfg that comes with the map. It will help you change aspects of the game using the Dvar switches. Install instructions for the .cfg are in the .cfg itself.

2. Very important bug fixed with map crashing. I've created a Global IWD, that houses all the weapon files for this map, Cloud Citi, Citi Assault and Citi Beachhead, which are all COD4 Base Assault Maps. This IWD is very important!! Without it, all maps will NOT run, and the map will crash. Install Instructions will be provided with all Base Assault Type Maps, please read them. This should fix Download Loops, and any other weapon file related map crashes. Thanks to all Beta testers for helping solve this problem.



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VERSION FINAL UPDATES
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1. Added Radius Damage for all breakables.
2. Cleaned IWD, separated Weapon files, created Gloabal IWD. (Should Fix Map Crashes and Download Looping)
3. Fixed Teleport, players get stuck in tree in Dome after teleport.
4. Changed Breakable "Breached" Print on screen to Print in lower left, small Type.
3. Added 3 ladders up in the City in the Clouds to allow players more access.
4. Added player Clips to Glass tubes for Transports, so players can't jam them so much, while they are moving.
5. Fixed Loadscreen for Final Version

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VERSION 3.0 UPDATES (HOTFIX)
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1. Freed up 25 Entities, all Spawnpoints, due to Errors in Version 2.0 of "G SPAWN: No Free Entities".
2. Fixed Player Dying while using AC130 Gunship using Extreme Mod.
3. Printed Loadscreen with "BETA 3".
4. What is a Beta if you can't even play it??

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VERSION 2.0 UPDATES
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1. Added more SAB, SD and DOM spawnpoints.
2. Added Kill Triggers on Elevator Ceilings and floors, so players can't glitch/stop the moving elevator.
3. Fixed lighting in (breakable) undground passage in axis base.
4. Unlocked all doors for both teams during Gamtypes CTF & CFTB due to cross spawning. Will work on Fix for these Gametypes.
5. Removed 2 floating grass models by Allied Dome 1.
6. Printed BETA 2 on Loadscreen.


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KNOWN BUGS:
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1. The 50 cal Turret has a funny look to it when you the "player" is on the gun. It almost looks like you are a little bit inside the gun. As of right now, I don't know how to fix this issue. I've tried using different weapon files but no apparent fix at this point. I guess the Glitch is the price you pay to use the gun in the map, but it isn't bad enough to make it un-playable.

2. The MG42 Turret has no apparent animation for a player watching another player fire the turret. The players view on the turret is fine, but a player, looking at another player firing the turret shows no animation. The final version might have the MG42's removed because of this reason. Matters how picky people are.

3. Dead bodies float in air about 500 or so units below the Cloud City. This is due to a Clip used to remove any projectiles, grenades, flashbangs, smoke, rpg, etc. If this clip is not there, when a grenade blows up somewhere in between the Cloud City and the Ground Bases, the Effect decal sometimes glitches and creates an enormous Effect spread in the air of the map and really messes up the map. This Clip was added to remove falling projectiles or objects, unfortunately, the bodes land on it and are not removed. If anyone knows a better way to do this I am all ears. I tried making this clip non_colliding but have yet to test it. Non-Colliding might not work on dead bodies.

4. Transports in the City up in the Clouds can be jammed by players who decide they want to be dumb and try and get out while it is moving. I've added small Player Clips to reduce this bug but it has not been fixed 100% and won't be due to the fact that I would have to re-work all four transports which would take too much time for some people's stupidity. I've noticed if someone does jam it, the Transport still remains on its path, it does not mess up the Map, unless the player cannot kill himself. Goodluck Servers with Jerks who jam Transports. Sorry, nothing much I can do.

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IMPORTANT MAP INFO
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1. I've allowed TDM (WAR) gametype to only spawn players at their relative Base, there is no Cross Spawning. So those Server Admins running the Sniper NO Cross mod, there is no need to add this map to the DVAR list.

2. All Team Doors have been unlocked for the following Gametypes. (CTF, CTFB, RE, KOTH) This is due to the spawnpoints these gametypes use, they basically promote/force cross spawning. And instead of editing every gametype I just unlocked the doors. This prevents players on the other team from being locked behind a team door.

3. I've also created some Custom Dvars so the Server Admin has more control over the Map. (13 Custom Map Dvars) There is also a Dvar to allow you to change the Teams. (Desert, Woodland, Urban). Which might help servers who don't use the updated Teams.gsc.

4. I've created a "cloud_citi.cfg" that will be included with the map. You can run this config through your server cfg "exec cloud_citi.cfg" if you want or you can manually plug in the Dvars if you are going to use them. In the "cloud_citi.cfg" each Dvar is explained on what it does. All Dvars are "1" or set at some default value already, there is no need to run the "cfg" if you don't want to. You can just run everything Default if you wanted. If you are going to use it, please read the "cfg" FIRST before you start changing values!

As of now, here is the Up to Date Dvar List, to see the FULL list, and explainations on what does what, view the "cfg" included.

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DVAR LIST:
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set scr_tdmbase_spawns 0,1
set scr_ammo_stockpile 0,1,2,3
set scr_allow_convoys 0,1
set scr_allow_teleports 0,1
set scr_allow_pickups 0,1
set scr_allow_wallhints 0,1
set scr_allow_turrethints 0,1
set scr_teambased_doors 0,1
set scr_team_uniforms 0,1,2
set scr_turret_damage 200-3000
set scr_wall_damage 200-3000
set scr_pos_ctf a,b,c
set scr_pos_re a,b,c


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SPECIAL GAMETYPE SPAWNING ISSUES:
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The following gametypes have spawning flaws due to the map layout and have been dealt with.

Retrevial (RE)
Headquarters (KOTH)
Capture the Flag (CTF)
Capture the Flag BaCK (CTFB)

So players are not locked behind enemy doors on spawn, for these gamtypes, the doors are Auto Set to Unlock during these Gametypes.
This needed to be done because of the Spawn Points the Gametypes use. Since all But HQ are custom Gamtypes, nothing can be done about this but what I have done, which is set the doors to Unlock during these 4 gametype Modes. If any other gametypes have this issue, please make me aware, but I think I've caught them all.


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Spawnpoint List:
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Deathmatch Spawns:
DM = 12

Domination Spawns:
DOM = 4
Team Based Spawn Starts:
Allies = 13
Axis = 13

Sabotage Spawns:
Allies = 12
Axis = 12
Team Based Spawn Starts:
Allies = 12
Axis = 12

Search & Destroy Spawns:
Attackers = 12
Defenders = 12

Team Deathmatch Spawns:
TDM = 14
Team Based Spawn Starts:
Allies = 12
Axis = 12

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