Kreative Korner > Maps & Mapping

Map REVISED for jou! KF-MahloeehCaveOfErrors...

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poompoom500:
 :-[ To Snipe34,

Okay. I revised the map. Called it version 2.

UPDATE: Revised according to Snipe34's suggestions below and uploaded the map again - http://www.mediafire.com/?2jf0n6744tjukvr.

Snipe34:
Much better.

Couple of problems:

In the back area beyond the water:  The second upward ramp board, the two pathnodes don't connect.   I guess (when looking from below) move that ramp slightly to the right, or that box, slightly to the left.  Because, zombies trying to get to a player higher will be falling off that board.

[To see pathnode line connections: right click above the editor 3d window > view > show paths.]

Next, the water is a problem, exacerbated by the dual boards pathways.  IE the dual boards are close together (and path lines connect across the boards) so zombies try to jump across, but fall in the water.  And zombies can't swim.
I suggest: lower the water level so zombie can walk, not just drown.   Also make steps, both ends, so they can climb out.

Fix those couple of problems and it'll be an intense map to play!

A couple of notes which maybe helpful :

pickups and playerStarts are navigation points, ie: they are also pathnodes.

in any map use minimal pathnodes - less for the AI (and cpu) to compute.  Less to go wrong with the AI getting confused.  Less path lines for a mapper to check, in making sure all paths are correctly connected.

So essentially path lines are what zombies follow.   Therefore there must be a path, hence the term: pathnode.

But within a short visual radius zombies can see a player and then pathnodes aren't being computed.  Except when there's an obstacle and the AI needs to be told (with pathnodes) how to navigate around that obstacle.

poompoom500:
 >:( To Snipe34,

Okay. I made the revisions and the link of the revised map is above. (Or here - http://www.mediafire.com/?2jf0n6744tjukvr).

Pictures of revision below:

I capped the top back of tall hallway to make combat close quarters.


Added pathnodes at water and plank for zombies to get out of.

Snipe34:
I suppose there's no point me complaining about the water or the pathing which I took time to explain and you didn't fix.  Although, I guess you did your best.  And you chose a good looking map to modfiy.

If you don't like the modifications I made we'll delete it from the Game Server for you.

http://www.mediafire.com/download.php?9lkmf9vyi8317d5

for Hicks for dropbox redirect:
http://www.mediafire.com/download.php?zbw5u0716rcz1wy

Hicks:
Uploaded.

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