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**A NOBLOCK PLUGIN IS REQUIRED TO PLAY THIS MAP**
MG\_LT\_METROPOLIS\_V2 - 04-24-13
- Map by: Nicholas P. Low, aka nyro
- Contact: firstname.lastname@example.org
- _v2 release
- Fixed a LINUX crash related to game_ui
- _v1 release
A city themed tower map. Enjoy!
This map is played in 2 round intervals, the first round you vote for a mode and spawn sides are chosen randomly. On the 2nd round spawns are alternated to keep things fair.
Different modes unlock or lock different areas of the map, and are available to choose based on player count. The larger modes require more players to choose, however there is an override button that an admin can noclip to and +use to bypass this restriction.
Below is a list of commands executed by the map.
- Voting // Erik Satie Trois Gymnopédies
- Secret // David Carretta - The Rebirth
Please rate and/or comment, Thanks!
> **Posted by Ethaligan**
> Hey, thanks for this beautifull map.
> Could you explain please, how to get the UFO? I got it 2 times but I don't know what I must do for make him coming.
You must be on Full mode, and it has to do with picking up the trails.
Each trail has a hidden "point" value to it, easier trails are worth less than hard to reach trails. When a certain amount of "points" is reached the ufo comes shortly after.
The trail on top of the green tower is the hardest to get, and will summon the ufo on it's own.
> **Posted by ColdZero**
> Yeah it happened during the round. We were playing the 2nd round of the elevator level.
> I'll re-test it as soon as i get home.
Ok, then it's most likely not edict related at all.
If it repeatedly crashes during elevator(or any mode that has access to the elevators) then my guess would be the elevator system.
In testing I spammed both the external and internal buttons together randomly and fixed all the issues I found. It's possible there is an infinite loop somewhere that I missed.
> **Posted by ColdZero**
> Hmm, strange thing cause we don't have hats, trails and all that stuff.
> But i'll definitely use the report_entities command and give it another test to see if it's really an overflow.
Yeah it's probably something else then if you're not running any of that stuff.
Also, was it crashing during the round? Or when a round ended/started?
If we can identify a pattern and recreate the crashes I should be able to figure it out.
> **Posted by ColdZero**
> We still had a crash on the v2. Happend on elevator level during the round. We are useing linux.
Yeah I'm not completely sure. Did it crash on a new round? or just randomly during the round?
If it was on a new round then it's probably related to edicts. Are you running a lot of plugins that add to this by chance?
_If you're not using any plugins like this then none of the following really matters, and it's something else._
But if you are, then read on!
Examples would be trails & hats. Anything that adds a networked entity is going to add to this count.
If you're able, could you run report_entities from the servers console? It will print out a huge list of entities, at the bottom it will say Total Entities and Total Edicts, if the total edicts goes over 2048 it will crash. When a round ends/starts in CS, the game deletes and respawns all entities in order to put the map in it's original state, this is when edict count is highest.
The crash I fixed in _v2 was something that would happen 1 minute after sudden death every time. I'm not really sure what the cause of random crashes are, as the map isn't doing anything once a round starts.
Here is what it looks like by myself w/ no plugins to give you an idea. Keep in mind, every additional client will count as an edict, every weapon they hold counts too. For example, everybody has a pistol and knife when they're alive. So that's an additional 3 edicts per player.
With 30 players in your server, that's going to be an additional 90 edicts BEFORE they start buying other weapons.
The # to the right is how many currently exist.
Anything that parents a model to a player is going to be prop\_dynamic or prop\_dynamic\_override
Trails use env\_sprite\_trail
Class: prop_dynamic (202)
Class: env_spritetrail (29)
Total 1865 entities (0 empty, 1475 edicts)
Once a round starts and the cages disappear, it does a bit of entity clean up that gets rid of the unused vote stuff.
Total 1739 entities (0 empty, 1393 edicts)
Edict count drops by 82 here, so depending when you run report_entities it could be higher or lower.
All models were constructed in Valve Hammer Editor, the tool PROPPER was used to convert and compile all models in this map. Special thanks to cfoust as this map wouldn't have been possible without it!