Ok, I'm back
Like I already said, the original Ziki map is not very coop friendly. There were several things which worked not good with more than one player. Also many players got confused in the map. I tried to make it a little more linear. For example you can't enter already finished parts now. Once they are done there is no more access to them.
But I did my best to follow the original story which can be found in the ReadMe file of the map.
Unfortunately after I finished the fix on that map there still was a nasty problem left. The map often used to crash the server. Back then I couldn't find the exact cause for it, because I had not enough informations. The server still was 225 and it was not possible to get a logfile after a crash. After the conversion to 227 I finally was able to get the informations needed. I made a quick fix for it and if the crash problem really is solved the rest of the problems can finally be fixed too.
The now missing lift must be added again. The part with the falling floor must be finished. The lifts and levers in the towers still work not good (my fault, I missed them).
And with the change to 227 a new problem occured. The gondula mover can't be used by players anymore, they simply fall through it. Means a new mover must be done for it. Also the map has some bad bsp errors.
After all is done the map should be closer to the original map again.
For the filename there was nothing I could do, because only Sparky made the decisions.
For the Csejte maps I had a personal reason why I asked Patrick to change the names.
In most of the maps you shouldn't notice any difference to the original ones. There were only some things which caused problems. I remember, that three maps could hang at the end. Reason for that were some Triggers which I assume were used in the testing phase of the maps but forgot to be removed after that. In four maps were really bad performance issues, Csejte5, Csejte9, Csejte21 and in Zone4.
Csejte5
After you left the first room at start your fps went below zero. This was caused by all the candles and torchflames. In several cases there were 5 or 6 candles in the same spot, but they still looked as only one. In total there were more than 1200 candles. I removed all the double candles, but unfortunately this still wasn't enough and I also had to remove the torchflames.
Csejte9
The fog in this map was a real fps killer. For players who didn't turn fog off in their render settings the map was hard to play.
Csejte21/Zone4
In these two maps there were unnecessary fps drops caused by two textures. For example in Zone4 many walls (more than 800 surfaces) use the barrel texture. This texture is normally only for meshes and is set to Masked by default. This means, that if a wall has this texture the engine will also render everything which is behind this wall. Even if you are in a small corridor your fps will drop when a large part of the map is behind a wall with a masked texture.
I imported the barrel texture as a normal one which is not masked and exchanged the textures on all surfaces. The new custom texture is MyLeveled so no extra file is needed. Visually there is no difference to the original map, but the fps is noticeable increased. In Csejte21 it was the same with the long blue tunnel.
Zone7
This map has a change which differs from the original map. I mean the end part. In the beginning many players had massive problems there and kept falling down. After some time most of the players were totally annoyed by it. When the map came up I often heard the question: Can we skip this one?
Also Sparky was annoyed and even wanted to remove the map from the rotation. Personally I like the original end, but I was very alone with my opinion
When I made the first fix for the problem with the black screen, which was caused by the SkyZoneInfo moving through the solid cylinders at some points I also added some lamps on the posts to make the way better visible for the players.
But it turned out, that that was even more confusing for the players. I also had sometimes problems with the lamps and fell down.
I thought a long time about a solution for this problem. On one side I wanted to keep it as original as possible, on the other I wanted a good solution for the players too. And then I had the idea with the platforms which are first invisible and become visible when a player moves on. Visual and with the sound they still should match with the atmosphere of the map.
If there are any questions about the fixes please ask. In most cases I still know why somthing had to be fixed and what was done.
Strat if you need any original maps please let me know. I always keep the original maps and work only with copies.
WOOF WOOF
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