KF-WarpTest  (Read 10927 times)

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
KF-WarpTest
« on: December 19, 2011, 21:24 »
Welcome to my 2nd map. It's a warpzone tech demo.
Try out mirrors, endless tunnels and so on. There are multiple rooms and a small labyrinth.

http://www.mediafire.com/?6qz6wcfq5etug5w


« Last Edit: December 19, 2011, 21:35 by N3Cr0 »
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: KF-WarpTest
« Reply #1 on: December 19, 2011, 23:52 »
i was trying out this... with patty

http://www.mediafire.com/download.php?43sat9ocs56c0kr

Online test with wz isn't that good tho.  shows the same artefacts as yours

Aso definitely need large subtracted space to subtracted from to make the zone jump (transition) work well - not working so well in Gothic for that reason.

I'm not sure if UT3 has wz option.  UT2004 online wz is kinda beta.. but meh, single Play is fine :/
« Last Edit: December 19, 2011, 23:56 by Snipe34 »

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF-WarpTest
« Reply #2 on: December 20, 2011, 06:23 »
Do you mean, you have to set a bigger space than 64ticks behind the portal, so you can put a path in there?

Well, I've got an idea: add one pathnode behind each portal (not much space required) and connect them with a forced path, maybe even a jumppad path.

EDIT:
Just tried your map. Are these jumpspots for braking the fall speed? But there are just a few with a small radius. Have you tried to set a low gravity zone info?
« Last Edit: December 20, 2011, 07:20 by N3Cr0 »
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de