Kreative Korner > Maps & Mapping
DM-Goosetrast
Miauz55555:
Nice gameplay, too. =)
You can also give Volumes location names, so you can put many volumes in the zones and name every meter for Piglet. =D
You could also put a jumppad on the wall midhight with some emitters
ZoneSoundEffect: It should be in all original maps. You probably have not the right hardware for 3D EAX-Sound than.
https://webcache.googleusercontent.com/search?q=cache:5snISWiUbEoJ:https://wiki.beyondunreal.com/Legacy:ZoneInfo+&cd=2&hl=de&ct=clnk&gl=de&client=firefox-b-d
http://webcache.googleusercontent.com/search?q=cache:di6IIS-93RkJ:www.unrealed.info/forum/showthread.php%3F7967-DM-Signify-B1+&cd=17&hl=de&ct=clnk&gl=de&client=firefox-b-d
https://forums.epicgames.com/unreal-tournament-2003-2004/ut2004-level-editing-modeling-skinning/9531-ambient-sounds-per-zone
--- Quote from: proof on January 04, 2021, 17:40 ---@Piglet:
I can tone down the text on the banners a bit. Right now Ive set it to almost unlit while the purple part is influenced by the lighting. Id prefer keeping the general idea though. I mean banners have already been there before, they were red.
Which tunnel do you mean? From Contrast shield to Goose bridge? The problem is that I dont want to add subtracts in the curved wall (outside bio area). Messing around with curved BSPs can cause bugs quick such as BSP holes or HOMs. If players complain then Ill try to see what I can do. You can also access it by doing a walldodge jump from either the tower or the wall near the lift.
Ive already sped up the lift a bit so its easier and I dont have trouble getting there. I can speed it up a little more in the next version though :)
Zones have names as I know this is extremly important for experienced thawers :P
@Mauzi:
Ive actually never heard of it or have seen any other mapper using that and Ive come a long way in the Unreal Editor, even winning a mapping contest back in 2009 when it was worth investing time into making maps :D After some testing I know why. It doesnt seem to have any effect. Ive set up two zones, one with underwater the other with stone room and the sound is exactly the same.
--- End quote ---
holyspam:
This has been bothering me because every time people die here, eventually the whole team dies/thaws here and you cant go around quickly.
Everyone can see each other because it's a wide area but it's also missing height so everyone jumps and spams until they die and get thawed and the circle of thaw->spam->thaw keeps going.
Here's what in my mind might be better, in order to have an option to go around, but also block some of the vision and split the area in 2, so it will be much riskier to attack or thaw there.
Block direct vision in the bottom area(between 1 and 2) and create different paths instead of an open area.
Allow vision from the Contrast-50A lift, all the way to the goosetrast large lift area. (from lift to 3)
Reduce the arch height to ~half or less...maybe convert it to a small corridor on the left like in goose.(exit from curved-goose to contrast-lifts)
I added some of the paths you can take around.
sorry for my drawing "skills"
p.s. open image in a new tab, it's larger than it looks! (c) 2021 - DK
Stealer:
Looks nice - good job dude :) Haven't played it yet, but a mash up of my 2 fave maps is a win in any book :D
Piglet:
The main thing I've noticed with this version is that the Contrast parts don't seem to get used much. There's not a lot of reason to go there.
That tunnel does seem a bit long, and the banners.....the banners..... :(
I need more time to play it
holyspam:
--- Quote from: Piglet on January 06, 2021, 10:01 ---The main thing I've noticed with this version is that the Contrast parts don't seem to get used much. There's not a lot of reason to go there.
That tunnel does seem a bit long, and the banners.....the banners..... :(
I need more time to play it
--- End quote ---
Maybe something like this could help? This part of contrast is missing.
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