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[WIP]DM-AMDK-VillageBta

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    #16
    Since you can't reach these places I don't think it should matter much. Less collision = better performance and if I understand MDK right, he wants his maps to run smoothly on any PC. What concerns spectators, a huge blocking volume above the map in this height blocking their class should do it.

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      #17
      Hello world,
      The collision issues on the church should be solved with beta2b (wich I will post within 4 days)
      also a kiosk is planned.
      the Ladder "problems" is simply because you didn't jump aligned with the ladder. Also Unshame and Meowcat will be added to the credits (Unshame for "harrassing" me with bugreports , Meowcat for general feedback)

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        #18
        how to make for the vehicles will spawn in death match?

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          #19
          Hello world,
          Hey! How do you know what my first program ever was called!?

          About the ladder thingy: I think you can easily solve this by adding some "slant BVs" at the beginning of the next floor which will push you a bit away from the nasty corner you can get stuck on. Just an idea and I think nobody would notice it since you can't reach it with a double-jump anyways (and for a walldodge the tower is a bit too narrow imo and even if, you still wouldn't reach it if it's made correctly ).

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            #20
            My Criminal behaviour

            MDK,
            Will this be the map with my "Wanted" poster in it?

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              #21
              very cool map i vould be awesome if you make it for assault to

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                #22
                Todd, look in the tower building.

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                  #23
                  HERE is the latest update, Should also be the last before going final.
                  @Todd, In this map you are depicted but not as a criminal
                  @Meowcat, Unshame and Jefe, try to find some tombs....

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                    #24
                    I'll have to check it out. (I've been on the forums, but not playing UT at the moment.)

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                      #25
                      If everything is allright, I'm gonna post this map as Final this monday.
                      Cordially, MDK

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                        #26
                        Hi MDK1311, Thanks for the shout out in the map! I have two more (fairly minor) things to request adjusted.

                        1. In the center of the low village by the building with the red window shutters, the terrain and building don't quite intersect which allows you to see where the terrain was made invisible. Raising the terrain right there a little bit to intersect the bottom of the building should fix it.

                        2. (personal request) Also in the center of the village, next to the armor/shield balcony, could you add a blocking volume whose height is even with the balcony edge where the snow terrain comes down to meet the balcony? The pawns in my YARM mod have collision radii smaller than the standard UT2k4 pawn and my bots have been getting stuck in both of the little holes/gaps between the building/terrain and the balcony wall/terrain. Two blocking volumes that filled in the terrain gaps would fix this.

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                          #27
                          Originally posted by MDK1311 View Post
                          HERE is the latest update, Should also be the last before going final.
                          @Todd, In this map you are depicted but not as a criminal
                          @Meowcat, Unshame and Jefe, try to find some tombs....
                          Ha ha...when you see my avatar, death is nearby.....I love it, mate. Thanks for the cameo.

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                            #28
                            @Meowcat, fixed
                            @Todd NP mate
                            Also Final version has been released, so the links in this post won't work anymore.
                            This thread may be considered as closed?
                            Cordially, MDK

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