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ZenTseTse 10-22-2004, 12:41 PM This map seems pretty cool, thanks TseTse! I cant wait to see your finishing touches, and I also cant wait to see your other maps!
An idea for the flag stand - I like he midair concept over a valley, but you mentioned a very cool idea with the platforms for the HOFs to stand on. Why not make the flag stand layered? add a second level to the stand about 5 ft lower for turrets/HOF. This way, there is some room around the stand for an inv and some turrets.
That's the idea, to perhaps duplicate the floating pad, up a bit and off to the side.
I'm not set on doing it, but it seems like it might work. I will wait till i see the gameplay first before adding it.
crouton 10-22-2004, 12:41 PM Flagstands on rovers? Bah. You want difficult? Put the flagstand on a floating platform that moves up and down. 3/4 the time it's underwater in some lake, 1/4 it's above the water. That'd make for interesting cap runs.
Jamslice 10-22-2004, 12:43 PM movers run poorly online
I put it on Bomber Boys server.
Piata 10-22-2004, 01:46 PM movers run poorly online
say whut? :huh:
pyrot3chnic 10-22-2004, 01:50 PM It's nice and open, gives chasers a chance, but it still seems crammed since you hit the OOB grid before even going out of sight of the bases.
Keeper 10-22-2004, 02:15 PM It's nice and open, gives chasers a chance, but it still seems crammed since you hit the OOB grid before even going out of sight of the bases.
This is the only complaint I have as well. Its fast...open...with lots of route choices...but it just seems to close. Not quite DX close but closer then Damnation...(At least it seems that way)
Fun map to run around on though. Keep up the work :)
BrightEyes 10-22-2004, 02:34 PM Ski-unfriendly maps aren't very fun.
Shoddy 10-22-2004, 02:39 PM This is the only complaint I have as well. Its fast...open...with lots of route choices...but it just seems to close. Not quite DX close but closer then Damnation...(At least it seems that way)
I don't follow. The poster you quoted is talking about the OOB being too tight. DX didn't have tight OOB in T2 as compared to Damnation that I recall, and it's got very wide OOB in it's beta 2 T:V incarnation. Are you saying the bases are too close to each other?
-CPL- 10-22-2004, 02:42 PM is oob grid built into the code like UT or is it removable.
Asura 10-22-2004, 02:45 PM is oob grid built into the code like UT or is it removable.
its built in, IIRC. its size-adjustable, but required.
ParoxysM 10-22-2004, 02:47 PM Mrs-dash
BFGanksta 10-22-2004, 03:09 PM Great map.
Keeper 10-22-2004, 03:17 PM I don't follow. The poster you quoted is talking about the OOB being too tight. DX didn't have tight OOB in T2 as compared to Damnation that I recall, and it's got very wide OOB in it's beta 2 T:V incarnation. Are you saying the bases are too close to each other?
Sorry ...yeah thats what I was talking about. It seemed cramped as in...the bases/flags are to close.
Jamslice 10-22-2004, 03:41 PM say whut? :huh:
movers, as in bits of bsp or static mesh that move around
like elevators, or a moving flag stand
crouton 10-22-2004, 04:27 PM It's worth trying at least. Who knows if these 'movers' actually work or not unless you slap em in a map? Especially since T:V is not an exact clone of UT...
Asura 10-22-2004, 04:46 PM It's worth trying at least. Who knows if these 'movers' actually work or not unless you slap em in a map? Especially since T:V is not an exact clone of UT...
its UT with jetpacks.....duh. :o
Jamslice 10-22-2004, 04:47 PM it will work, but a little big of lag will eff them up big time
dudeman 10-22-2004, 04:48 PM it's interesting how the T:V settings deal with landscape like this -
can't get good speed without very sharp small upturns in this game, speed doesnt last at all over a distance, and barely even accumulates... in practice this made heavies very powerful because they weren't missing anything, but lights were missing most of their manueverability and speed and getting clobbered
I think we'll definitely need a mod for maps like this for people who want to play with oldschool tribes play
one interesting plus is that the grappler becomes more useful on land that's very steep, it actually grabs for once, as opposed to all the breaks and difficulty on using it with less steep land for any good
Hell Phoenix 10-22-2004, 05:13 PM How well does the map run. Im guessing (havent played it yet) that this map is considerably larger than the normal maps. Any FPS drops for something this big or does the Unreal Engine run it fine?
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