Kreative Korner > Maps & Mapping

KF-Insanity

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Snipe34:
Uploaded to server - as KF-InsanityV2 (all rebuilt)

Vanico:
*sigh*

I'm sorry Snipe, here's another update (Just replace InsanityV2):
http://www.mediafire.com/?f1c152abp6icb1h

- Lowered weldable door strength
- Added new corridors, rooms and even teleporters
- New money room
- Added another spawn

Snipe34:

--- Quote from: Vanico on June 21, 2011, 17:35 ---*sigh*

I'm sorry Snipe, here's another update (Just replace InsanityV2):
http://www.mediafire.com/?f1c152abp6icb1h

- Lowered weldable door strength
- Added new corridors, rooms and even teleporters
- New money room
- Added another spawn

--- End quote ---

np.   But the new area off the place where the HS pickup was, is too narrow for zombies.  As I said use the FP as a basis for your widths and heights.  Try for 144 absolute minimum width.  Also Raj doesn't want LAW pickups and you have 2.  And maybe also you put a little too much $$$ in those rooms.  Also it's no use having bZombiesIgnore on doors- means they don't do anything, but stand around looking at the door.  That's what the patty did when he hit that last door in the first version of the map.

If you're going to start making bigger maps, you'll need to pay more attention to the rules of BSP construction as set out by Epic's UT docs.

http://udn.epicgames.com/Two/IntroToUnrealEd.html http://udn.epicgames.com/Two/BspBrushesTutorial.html#BSP_Brush_Introduction

Keep The Grid On   (copied verbatim from the Intro link)

The Grid is a very very useful part of Unreal Ed. By leaving the grid on, you make things easy on yourself for lining up geometry on nice regular powers of two. When you turn it off, you open yourself up for disaster. If BSP brushes are misaligned in any direction they can cause terrible things to happen (randomly disappearing geometry, BSP holes, drastically slowing down render times, etc.) and these problems can be very difficult to track down. Sometimes you can have BSP brushes appear to line up perfectly -even when you zoom in super close, but unless you have the grid on, chances are that super close is not close enough.

If you do need more flexibility, you can change the grid size, and it will go down to a grid size of 1. So really, there shouldn't be any need to turn the grid off as the risk of forgetting to turn it back on is great. Sometimes the only way to fix misalign BSP geometry is to just through the map away and start over."

So remember Vanico, KF Unrealed and Unreal are machines.  They work according to specific rules.

Grid Snap on:   At the bottom of the editor, the square with many small squares - hi-lighted is on. Start map construction with grid size 32 grid if possible and work down from there > 16 > 8 as you map gets more complicated.  But grid snap off if you're moving static meshes around is fine...

Although if you're only going to make small maps and with passages what you're doing atm is passable ^^

Veica:
Would it be possible for you to take a look at my map, Snipe? My two ZombieSpawns don't like to work for me, even at default settings they only spawn once.

Snipe34:

--- Quote from: xS0NARx on June 22, 2011, 01:56 ---Would it be possible for you to take a look at my map, Snipe? My two ZombieSpawns don't like to work for me, even at default settings they only spawn once.

--- End quote ---

Sure man, give me a link

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