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View Full Version : Yoyorast Island V2 : not done yet / help need again !



yoyorast
December 8th, 2008, 07:48 PM
Hey everyone. As you may already know the Yoyorast Island project isn't going as smooth as everybody planned it to be. I personally spent the last 2 weeks on fixing everysingle UVW issues on the model (I learned how to do this at last and it has been a real nightmare), + I added even more strips and textures.. so the model is now looking very nice.. e3po reworked and bumped these textures in game.. and speaking bout positive things, my custom 5 seats hog has finally been fixed by ShadowSpartan and is working like a charm..

http://img360.imageshack.us/img360/1241/doc7dy1.jpg
you can't imagine the how many uvw problems there was on the cliff (rock) texture.. a true nightmare to fix! (dont look at other textures than cliff, this is a special model not reflecting the actual textures) .

I mean, we made some good progress overall but we are hitting some brick walls. We are having trouble with portaling the map and getting all of the music's working the way they should.
Because the project is going so slow, we have decided we are in desperate need for a few more workers that know what they're doing. We still need shields fixed; music's working correctly, better portaling, lighting, and a few other minor things. I have included the areas that need shields in the below download pack. You will find them in the "Shields" Folder. What we need you to do is to try and create the best shield that will fit in the doors. When a button is pressed, the shields will activate causing the model to show and the collision to activate. After a sleep in the script, the shields will then turn off, no collision etc. This is essential for the game play on Yoyorast v2. The first person to email a working version to yolevy@free.fr will have their name put in the map. Please hurry guys We're counting on YOU! When emailing, please include your data folder as well as the tags folder, and the max file. Thank you!

here is the link to the shields to fix : http://ts.wmclan.net:73/Shields.zip

and here is a vid by e3po showing how the shields should work (taken from an older build) : http://ts.wmclan.net:73/vidplay/?vid=vids/shields.mp4

Thanks guys, wish luck to everyone and luck to yoyoV2 ;)

Limited
December 8th, 2008, 07:53 PM
Like always, keep up the great work yoyo, I'm seeing some really promising developments, I'm pleased the model is finished (please dont change it any more :):)) Sadly I dont have much time to do personal projects, plus I'm a bit rusty with Halo, wish I could have helped, sorry.

:)

ultama121
December 8th, 2008, 07:54 PM
Oh. Now this is nice. Hope to see it soon. I'll most definitely play it.

yoyorast
December 8th, 2008, 07:59 PM
Thanks Limited for your constant support through ages.. ;)
O and if only I could edit the tilte of the thread.. "help needed" .. sorry for the error.. Ghost if you're seeing this... lol

blind
December 8th, 2008, 08:03 PM
I wish I wasn't completely illiterate with this kinda stuff Yoyo, or I'd help.
haha. Model looks good so far though :)

sevlag
December 11th, 2008, 09:26 AM
so it isn't dead after all.

I honestly wish I could help but I'm not that good at collision editing, I know one or two people who MAY be able to do the shield thing, I can ask them and see if they can do it, I can't I'm horrible with collision detection and the like

let's hope for an early 09 release, perferably in the spring or late winter

ShadowSpartan
December 11th, 2008, 11:00 AM
so it isn't dead after all.

I honestly wish I could help but I'm not that good at collision editing, I know one or two people who MAY be able to do the shield thing, I can ask them and see if they can do it, I can't I'm horrible with collision detection and the like

let's hope for an early 09 release, perferably in the spring or late winter
Nope, not dead, just progressing really slow. If you could check into seeing about those people being able to help out, that would be great. Just send a PM to me or Yoyo. As for the 09 release, he was hoping it would be released this year, but I doubt it's going to happen.

sevlag
December 11th, 2008, 03:44 PM
Nope, not dead, just progressing really slow. If you could check into seeing about those people being able to help out, that would be great. Just send a PM to me or Yoyo. As for the 09 release, he was hoping it would be released this year, but I doubt it's going to happen.
i thought after the E3po thing that v2 was dead. but yeah, anyways the two problems with my friends is this:

*one is in India for awhile, he went overseas to get a new laptop but he is still there, so my day is his night (I run off EST)...

*the other one I had a falling out with recently because one of the kids he plays w/ on XBL is egotistic and calls people a noob even if they get a legit kill on them and he has nothing better to do than insult everyone on his team. what I'm getting at is that egotistic kid affects my friend in the way that he also becomes stuck up and arrogant, but he can still provide advice or help if I talk to him via Xfire....damn it, the little dick removed me...

he used to work with XMT, one of his maps got mislabled as a machinima map, the counter one. his author name is his xfire so reach him that way...

but yeah and the first friend is helping me with "project gamma". his xfire is "spart117masterchief", dudes a little hyper but a good person to work with on maps and such

but yeah can't wait to see it done and I said 09 because of the porduction's speed and such....


GOD that was a long post, I'm sorry for rambling here mr. yoyorast and other modacity users, a bad habit of mine.

anyways, have a nice day ^.^

Inferno
December 11th, 2008, 04:19 PM
If no one else wants to do this I'll do it.

Post now if anyone else is doing it. I'll try and do it this weekend or after exams.

Ki11a_FTW
December 11th, 2008, 04:23 PM
I might

Inferno
December 11th, 2008, 04:32 PM
Can I get a definite answer? Cause no point in 2 people doing the same thing.

ShadowSpartan
December 11th, 2008, 04:33 PM
Wanksta, nobody else has shown any interest in doing it besides Killa. It would be great if both of you could try working on it, that way hopefully one of you will get it working. Thanks for helping out.

Edit: Give us some time to respond.

Inferno
December 11th, 2008, 04:35 PM
I've already made this exact same kind of thing for one the Infernal Map Pack maps. Only difference was the size and the shaders. Basically all I have to do is re-do the model and what not.

Also if I do this do you guys need me to script the biped crush or is that already taken care of?\


edit-
Lol didn't see that edit till after I hit post.

ShadowSpartan
December 11th, 2008, 04:42 PM
I've already made this exact same kind of thing for one the Infernal Map Pack maps. Only difference was the size and the shaders. Basically all I have to do is re-do the model and what not.

Also if I do this do you guys need me to script the biped crush or is that already taken care of?\


edit-
Lol didn't see that edit till after I hit post.
Well, we have some biped crushing scripts already, but as Yoyo said, the whole thing is broken so go ahead and do them. If you can get a test map together that has a working switch and shields, I'll send you a build of the map if Yoyo is alright with it.

Inferno
December 11th, 2008, 04:51 PM
Alright I'll go ahead and start working on it. I'm kind of grounded though so I may only be able to get on a little while over the next few days. But this won't take long to put together I don't think.

ShadowSpartan
December 11th, 2008, 04:56 PM
Ok, sounds good. If you need anything just hit me up on aim or pm me. Thanks.

Pyong Kawaguchi
December 11th, 2008, 05:05 PM
Great Job so far Yoyo, Will it take advantage of Open Sauce at all?

ShadowSpartan
December 11th, 2008, 05:09 PM
Great Job so far Yoyo, Will it take advantage of Open Sauce at all?
No it won't.

Inferno
December 11th, 2008, 06:37 PM
This won't sync online it will have to be rewritten for that.


(script continuous "panic doors control"
(if ( = (device_get_position panic_control) 1 )
(begin (object_create_anew panic_door) (device_set_power panic_door 1) (device_set_position panic_door 1)
(sleep_until ( = (device_get_position panic_control) 0 ) ) )
(begin (device_set_power panic_door 0) (device_set_position panic_door 0) (sleep 10) (object_destroy panic_door) )
)
)


(script startup "panic control online"
(device_set_power panic_control 1)
)And here is video. (http://www.xfire.com/video/4ffc9/)

The fade out can be fixed by adding more (sleep) on line 5.

Tell me if I need to add anything else.

KiLLa
December 11th, 2008, 06:57 PM
umm...I'm not to clear on what your trying to accomplish, but I can tell just by looking at that script, it's not gonna sync...
I don't see anything envloving a vehicle crushing a biped...

AAA
December 11th, 2008, 07:05 PM
test that map with 1 or 2 other people to make sure it syncs online before you post the video, because it's one of those necessities...

Inferno
December 11th, 2008, 07:06 PM
I know there going to have to re-write the script for the yoyorast island scenario anyways. Why would I set up a biped crush on a scenario that's just to show that the shield door works.

Ki11a_FTW
December 11th, 2008, 07:08 PM
well i guess they can make the script themselves.

yoyorast
December 11th, 2008, 08:03 PM
U guys are sure it wont sync as it is? Cause we used to test it with 3 players and it seemed to work fine (before it got corupted) anyway, these scripts are from CAD.. He could comment maybe.. But if you think it can work better wanksta or killa, dont hesitate to rewrite... Just to remind u guys how it is supposed to work.. The doors are open (no shield) in default postion, you press "e" on the panel and this makes appear the shield that prevent to let you pass or fire... You press "e" again and the shield disapear (so you're free to pass again...) If the shield is activated and you do nothing, it goes off by itself 1 minute after... Good luck guys... If you want we'll go ingame tomorow ( im not at home right now) and i'll show you the other non working shields that need to be fixed... ( not sure if 3po put them all in the linked file or only the panic room ones).

Edit: o and so good to have you taking care of that.. Thks so much, really.

KiLLa
December 11th, 2008, 08:15 PM
I know there going to have to re-write the script for the yoyorast island scenario anyways. Why would I set up a biped crush on a scenario that's just to show that the shield door works.

uh to test if it works fully outside of yoyo...
I've written a simular script for the elevator in hypo...I know how to make things like this work..
To me, the most logical way to test, and write sucha script would be if you have the tag files needed to fully test it in action..
It's pointless to make a basic on/off script really, most people with basic scripting knowledge can pull that off, and it doesn't really serve the purpose yoyo needs...

Inferno
December 11th, 2008, 09:01 PM
I can write a syncing shield door script. Ive done it before and I will write a syncing script for them if they send me a scenario to do it on.

I just did that simple little on/off script to show that the door worked and to show that it had the fade in/fade out and the collision on/collision off functions.

Ki11a_FTW
December 11th, 2008, 09:17 PM
you dont even need scripts for a non-syncing door

Inferno
December 11th, 2008, 09:32 PM
I always script doors. I don't mess with power groups usually. Habit I guess.

KiLLa
December 11th, 2008, 09:39 PM
Well I still don't see the point...
Or any proof you ARE capable..
If you've done it, why didn't you just show the one you've already made?
I'm really not seeing the point of that video...

Your making me wana dig into the HEK again..
I wouldn't mind doing some minor scripting work, and we all know(well not all you still green behind the ears XD) I'm more than capable...
Who would I contact for the "broken" scenario to work with?

Inferno
December 11th, 2008, 09:47 PM
Why would I lie about that???? If I could not do it I would not be trying to help.

Also here is the script for a shield door on IMP_highground. It's a shield door that is similar to the gate on highground for Halo 3. It can only be deactivated once per round.


(script startup h3s
(object_set_collideable sdoor 0)
)


(script startup "create newb"
(object_create newb)
(object_create bonecrusher)
)


(script continuous "host sync sdoor"
(if (= (device_get_position sdoor_control) 1 )
(begin
(object_teleport bonecrusher rape_newb)
(sleep 200)
)
)
)


(script continuous "client sync sdoor"
(if ( = (unit_get_health newb) 0 )
(object_destroy sdoor)
)
)Syncs online. Been tested with the door closed before client join and then being opened and also door being opened before client joined. Its set up so that the warthog continually falls down on the bipeds so if someone joins late it kills the biped and turns of the door for them instead of leaving it up for people who join after the door has been opened.

edit-
And also to prove I'm not a noob at scripting. Project THOR source.


(script continuous "a10b to a10a"
(if ( = (volume_test_objects "a10b to a10a" (list_get (players) 0 ) ) true )
(switch_bsp 0)
)
)

(script continuous "a10a to a10b"
(if ( = (volume_test_objects "a10a to a10b" (list_get (players) 0 ) ) true )
(switch_bsp 1)
)
)

(script continuous "a10c to a10b"
(if ( = (volume_test_objects "a10c to a10b" (list_get (players) 0 ) ) true )
(switch_bsp 1)
)
)

(script continuous "a10b to a10c"
(if ( = (volume_test_objects "a10b to a10c" (list_get (players) 0 ) ) true )
(begin (switch_bsp 2) (game_save) )
)
)

(script continuous "a10d to a10c"
(if ( = (volume_test_objects "a10d to a10c" (list_get (players) 0 ) ) true )
(switch_bsp 2)
)
)

(script continuous "a10c to a10d"
(if ( = (volume_test_objects "a10c to a10d" (list_get (players) 0 ) ) true )
(switch_bsp 3)
)
)

(script continuous "a10d to a10e"
(if ( = (volume_test_objects "a10d to a10e" (list_get (players) 0 ) ) true )
(switch_bsp 4)
)
)

(script continuous "a10e to a10d"
(if ( = (volume_test_objects "a10e to a10d" (list_get (players) 0 ) ) true )
(switch_bsp 3)
)
)



(script dormant "unused"
(switch_bsp 6)
(camera_control 1)
(camera_set poa_space_camera_1 1000)
(fade_in 0 0 0 100)
(sleep 400)
(camera_set poa_space_camera_2 250)
(sleep 175)
(camera_set poa_space_camera_3 250)
(sleep 175)
(camera_set poa_space_camera_4 500)
(sleep 250)
(camera_control 0)
(fade_out 0 0 0 150)
)





(script startup "mission_start"
(switch_bsp 0)
(fade_in 0 0 0 150)
(object_create epsilon_chip)
(object_create george)
(camera_control 1)
(camera_set c_panel_opener 1)
(sleep 150)
(camera_set c_panel_camera_2 150)
(sleep 125)
(object_create diag_a)
(sleep 100)
(camera_set c_panel_camera_1 1)
(custom_animation george "characters\cstmanm\cstmanm" crewmen-type 0)
(sleep 99)
(camera_set c_panel_camera_2 150)
(sleep 125)
(object_destroy diag_a)
(object_create diag_b)
(sleep 100)
(camera_set c_panel_camera_3 1)
(custom_animation george "characters\cstmanm\cstmanm" crewmen-unplug 0)
(sleep 17)
(objects_attach george "right hand" epsilon_chip none)
(sleep 35)

(camera_set c_hall_camera_1 1)
(ai_place crewmen-george-walking/george_1)
(sleep 125)
(device_set_power cryo_explosion_door_1 1)

(camera_set c_hall_camera_2 1)
(ai_erase crewmen-george-walking/george_1)
(ai_place crewmen-george-walking/george_2)
(device_set_position cryo_explosion_door_1 1)
(camera_set c_hall_camera_3 275)
(sleep 275)
(device_set_power cryo_explosion_door_4 1)
(device_set_power cryo_explosion_door_3 1)

(camera_set c_hall_camera_4 1)
(ai_erase crewmen-george-walking/george_2)
(ai_place crewmen-george-walking/george_3)
(device_set_position cryo_explosion_door_3 1)
(device_set_position cryo_explosion_door_4 1)
(camera_set c_hall_camera_5 300)
(sleep 300)

(camera_control 0)
(game_save)

(device_set_position cryo_explosion_door_1 0)
(device_set_power cryo_explosion_door_1 0)

(device_set_position cryo_explosion_door_3 0)
(device_set_position cryo_explosion_door_4 0)
(device_set_power cryo_explosion_door_4 0)
(device_set_power cryo_explosion_door_3 0)
(object_destroy george)
(object_destroy cinematic_freelancer)
(ai_erase crewmen-george-walking/george_3)
(object_teleport (list_get (players) 0 ) player_start)

(sleep 1)
(fade_in 0 0 0 150)
(sleep 200)
(device_set_power cryo_explosion_door_4 1)
(device_set_power cryo_explosion_door_3 1)
(sleep 40)
(ai_place cryo_a_encounter)
(ai_command_list "cryo_a_encounter/crack_team_left" "cryo_a_enter_left")
(ai_command_list "cryo_a_encounter/crack_team_right" "cryo_a_enter_right")
(sleep 10)
(device_set_position cryo_explosion_door_3 1)
(device_set_position cryo_explosion_door_4 1)
(ai_place cryo_a_encounter)
)

(script startup "cryo_a_hall_marines"
(sleep_until (volume_test_objects "trigger_cryo_a_hall_marines" (list_get (players) 0 ) ) )
(ai_place cryo_a_hall)
)

(script startup "x_hall_a_marines"
(sleep_until (volume_test_objects "blast_door_3_close" (list_get (players) 0 ) ) )
(game_save)
(sleep 25)
(ai_place x_hall_a)
)

(script startup "x_hall_a_suprise"
(sleep_until (or ( = (ai_living_count x_hall_a) 0 ) (volume_test_objects "shotgun_suprise_trigger" (list_get (players) 0 ) ) ) )
(ai_place x_hall_a_suprise)
(ai_magically_see_players x_hall_a_suprise)
(sleep_until ( = (ai_living_count x_hall_a_suprise) 0 ) )
(game_save)
)

(script startup "x_hall_b to x_hall_c"
(sleep_until (volume_test_objects "x_hall_b_marines_trigger" (list_get (players) 0 ) ) )
(device_set_position x10_23 0)
(ai_place x_hall_b)
(ai_magically_see_players x_hall_b)
(sleep_until ( = (ai_living_count x_hall_b) 0 ) )
(game_save)
(sleep 25)
(ai_place x_armory_a)
(device_set_power bridge_door_3 1)
(sleep 100)
(device_set_position bridge_door_3 1)
(sleep_until ( = (ai_living_count x_armory_a) 0 ) )
(game_save)
(device_set_power bridge_door_2 1)
(sleep 100)
(device_set_position bridge_door_2 1)
(sleep_until (volume_test_objects "blast_door_4_close" (list_get (players) 0 ) ) )
(ai_place x_hall_c)

)

(script startup "lunch_time"
(sleep_until (volume_test_objects "x_lunch_room_trigger" (list_get (players) 0 ) ) )
(game_save)
(sleep 10)
(ai_place x_lunch_room/crewmen)
(sleep 150)
(device_set_power cafeteria_door_1 1)
(ai_place x_lunch_room/lunch_room_left)
(ai_magically_see_players x_lunch_room/lunch_room_left)
(sleep_until ( = (ai_living_count x_lunch_room/lunch_room_left) 0 ) )
(device_set_power cafeteria_door_3 1)
(device_set_power cafeteria_door_2 1)
(ai_place x_lunch_room/lunch_room_right)
(ai_magically_see_players x_lunch_room/lunch_room_right)
(sleep_until (volume_test_objects "x_hall_d_trigger" (list_get (players) 0 ) ) )
(game_save)
(ai_place x_hall_d)
(ai_magically_see_players x_hall_d)
(sleep_until (volume_test_objects "a10b to a10c" (list_get (players) 0 ) ) )
(sleep 25)
(game_save)
(sleep 25)

)

(script startup "airlock_a to x_hall_e"
(sleep_until (volume_test_objects "x_airlock_a_trigger" (list_get (players) 0 ) ) )
(ai_place x_airlock_a/x_airlock_a_marines_assault)
(ai_place x_airlock_a/x_airlock_a_marines_defend)
(ai_place x_airlock_a/x_airlock_a_sniper)
(ai_magically_see_players x_airlock_a/x_airlock_a_marines_assault)
(sleep_until (volume_test_objects "x_airlock_a_trigger_2" (list_get (players) 0 ) ) )
(ai_place x_airlock_a/x_airlock_a_marines_defend_2)
(ai_place x_airlock_a/airlock_a_sniper_2)
(ai_place x_hall_e_sniper)
(ai_magically_see_players x_airlock_a/x_airlock_a_marines_defend_2)
(ai_magically_see_players x_hall_e_sniper)
(sleep_until (volume_test_objects "x_hall_e_trigger" (list_get (players) 0 ) ) )
(game_save)
(sleep 25)
(ai_place x_hall_e)
(sleep 100)
(ai_magically_see_players x_hall_e)
)


(script startup "x_hall_f_marines"
(sleep_until (volume_test_objects "blast_door_1_open" (list_get (players) 0 ) ) )
(sleep_until ( = (ai_living_count x_airlock_b) 0 ) )
(device_set_power x10_57 1)
(game_save)
(sleep 50)
(ai_place x_hall_f)
(ai_magically_see_players x_hall_f)
(device_set_position x10_57 1)
)


(script startup "x_airlock_b_specops"
(sleep_until (volume_test_objects "x_airlock_b_trigger" (list_get (players) 0 ) ) )
(game_save)
(sleep 25)
(ai_place x_airlock_b)
(ai_magically_see_players x_airlock_b)
)

(script startup "almost there..."
(sleep_until (volume_test_objects "a10d to a10e" (list_get (players) 0 ) ) )
(game_save)
(sleep 25)
(ai_place x_stairs_a)
(ai_magically_see_players x_stairs_a)
(sleep_until (volume_test_objects "x_hall_g_baddie_spawn" (list_get (players) 0 ) ) )
(game_save)
(sleep 25)
(ai_place x_hall_g)
(ai_magically_see_players x_hall_g)
(sleep_until (volume_test_objects "x_hall_g_savepoint" (list_get (players) 0 ) ) )
(game_save)
(sleep 25)
(ai_place x_hall_h)
(object_create omg_hog)
(vehicle_load_magic "omg_hog" "W-gunner" (ai_actors "x_hall_h/hog_turret") )
(ai_magically_see_players x_hall_h)
)





(script startup "blast_door_1+2_close"
(sleep_until (volume_test_objects "blast_door_1_close" (list_get (players) 0 ) ) )
(ai_magically_see_players x_hall_a)
(object_create collision)
(device_set_position x10_25 0)
(sleep 125)
(device_set_position containment_1_door_2 0)

)

(script startup "blast_door_3_close"
(sleep_until (volume_test_objects "blast_door_3_close" (list_get (players) 0 ) ) )
(device_set_position blam_burn_door_2 0)

)

(script startup "blast_door_4_close"
(sleep_until (volume_test_objects "blast_door_4_close" (list_get (players) 0 ) ) )
(device_set_position crossfire_door_2 0)

)

KiLLa
December 11th, 2008, 10:37 PM
so why didn't you just apply the same basic concepts behind you shield door, and expand it to what would suit yoyo's needs?
I'm not saying you can't script, nor am I testing your abilities..I'm just not fimular with your work, and didn't quiet understand why you didn't just make a full on working/syncing shield door for the video demo..
You have to understand, last time I was around the "scene" scripting was fairly new to the masses, and only a select few fully grasped the whole concept, and there were maybe like 3 or more maps with working, syncing switches, hypo being one of them..

BobtheGreatII
December 12th, 2008, 12:32 AM
so why didn't you just apply the same basic concepts behind you shield door, and expand it to what would suit yoyo's needs?
I'm not saying you can't script, nor am I testing your abilities..I'm just not fimular with your work, and didn't quiet understand why you didn't just make a full on working/syncing shield door for the video demo..
You have to understand, last time I was around the "scene" scripting was fairly new to the masses, and only a select few fully grasped the whole concept, and there were maybe like 3 or more maps with working, syncing switches, hypo being one of them..

It might have just been me... but the switches in Hypothermia never worked for me...

KiLLa
December 12th, 2008, 02:58 AM
well they've worked for me since I created them, maybe you should try expanding on how they "don't work for you" ?

Inferno
December 23rd, 2008, 08:29 PM
BUMP!

*snip snip snip*

Playing on a crappy connection on my shitty router while running sapien and 3ds underneath halo. So yeah a little glitchy laggy recording but shows that it syncs just fine.

n00b1n8R
December 23rd, 2008, 09:37 PM
So their on a time delay too? There needs to be like 5 seconds where you can't turn the shields back on after they go off, to give people a chance to get in there if somebody is just hiding.

Looks good. :)

Sever
December 23rd, 2008, 09:43 PM
Show what happens to a biped when it stands in the doorway durning activation, and on the energy shield during deactivation, with both host and client.

Also, "Press _ to toggle energy shields" or something along those lines would be better.

Cortexian
December 23rd, 2008, 11:02 PM
And don't post videos of the beta. If you're going to do that, then send it only to Yoyorast or those that are helping him with the map.

Please remove that video.

.Wolf™
December 24th, 2008, 06:08 AM
Make a cooldown for the Shields so you cant just rush and put it on again after it goes down..Not that anyone would want to spend a entire game there..:PBut just if...

Edit:Nvm..

n00b1n8R
December 24th, 2008, 06:14 AM
What's wrong with it freelancer?

It's not exactly showing us anything we didn't already know about, and since when was YoyoV2 a top secret project? :S

Are we going to leak a beta from a video or something?

STLRamsFan
December 24th, 2008, 09:47 AM
Well it's Yoyorast's map, always let him decide what gets posted and what not. I always made a habit of asking him for permission before posting something. A courtesy thing you know.

Other than that, I'm interested to see this thing in a real game before having an opinion on it. Looks cool though.

ShadowSpartan
December 24th, 2008, 11:16 AM
Yoyorast hasn't been online much lately because of the holidays. I have asked Inferno to take down the link because of it showing beta content that I believe Yoyo doesn't want shown. And I agree with Freelancer, only show it to people working on the map. Oh well, it doesn't show much, so no real harm done.

Inferno
December 24th, 2008, 02:35 PM
Shadow told me to take it down yesterday but modacity was being attacked again so I couldn't. Just removed it though.