Kreative Korner > Maps & Mapping

KF-Insanity

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Vanico:
Huh...
Well, I'm working on it Snipe...
Did you fix those issues?
You don't have to, I'll do it anyway...

poompoom500:
 :( To Snipe34,

Your link doesn't work.

Veica:
That's because I deleted it for him, but do you want to check it out?

Vanico:
http://www.mediafire.com/?77d5at21998hbv4

Quick hotfix. Could you upload it, please? :)

P. S.:
You didn't upload the panic room fix:
http://www.mediafire.com/?cffto6zqfcfejso

Snipe34:
Revision of both your maps uploaded!  Sry I gave them new version names so you'll have to re-download too.

KF-Insanity with teleports and the key, I hope it works in game play.

Not sure about those AmbientSound tex by the teleports... but no log complaints and no crash.

Insanity: The latest zombie spawn, i took off the zombieZoneVolume player blocker.  I hope you don't mind??  Few players will risk going in there anyways, and there's no pickups there.

For spawns like that, to make them seem more natural - that zombies don't appear from nowhere, you can place a room above (that players can't access) so zombies spawn and jump down.  For that use a jumpspot where zombies land.  Above use a pathnode.

It works using JumpSpots and ForcedPaths  (jumpspots can be found in ActorBrowser > NavigationPoint > JumpDest > JumpSpot)

Place jumpspot where zombies land.  Double click on it and open Object > Name: JumpspotX   Then in the FROM pathnode above, doubleclick on it > NavigationPoint > ForcedPaths > enter the name of jumpspotX  (The X means a number, eg: JumpSpot1 or whatever number the editor gives the JumpSpot).
After Rebuild you will see a yellow line leading from the pathnode down to the jumpspot.  The yellow line tells the zombieAI:  "with regular pathing it is impossible to go that way: it's too far to jump - too narrow, etc.  But a yellow path line means to the AI: you can go that way."
Maybe you saw in Gothic zombies jumping from the high mountain or in BoxRemake the patty jumping off the high platform - in HappyHour, FPs squeeze thru the window to the roof - the reason, because I used forcedPath -jumpspots- to tell them, jump, or it's ok, you can fit thru here.

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