KF-Insanity  (Read 35467 times)

Veica

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Re: KF-Insanity
« Reply #15 on: June 22, 2011, 02:11 »
« Last Edit: June 22, 2011, 02:16 by xS0NARx »
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Veica

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Re: KF-Insanity
« Reply #16 on: June 22, 2011, 02:49 »
It also would have helped to mention I've sealed one spawn off to expand my map, so I guess this wouldn't be a good time to request help for the ZombieSpawns.
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Snipe34

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Re: KF-Insanity
« Reply #17 on: June 22, 2011, 02:51 »
1/ I deleted your ZombieVolumes and replaced them.  Also you have a separate area with a ZombieVolume that has no connection with the main map.  I delete that ZombieVolume.
2/ Also I fiddled with a couple of the lights (and deleted two) Advanced > bDirectional :  True
3/ Converted a shelf to a static mesh and the '1' (for easier placement - easier for the engine.

Goto static mesh browser, and mylevel (your map's internal memory for custom shiz) and you'll see xsonarx and the '1'  and the shelf.

To make statics from complex shapes: goto line view mode >  select blue lines of object > right click > convert to static mesh.  Then to save: always first box: mylevel, then next 'whatever name you want,' and third box, 'whatever name you want....'

Anyway I renamed the map... so your original is fine :)

https://rapidshare.com/files/901262849/KF-Warehouse_revision.ut2

<img src="http://i.imgur.com/itDud.jpg" alt="" title="Hosted by imgur.com" />








Veica

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Re: KF-Insanity
« Reply #18 on: June 22, 2011, 02:53 »
Cool shit.

Thanks, Snipe! I'll check it out, maybe your tut also has some interesting tips.

I'm also looking for a possibly better texture for those shelves, too.
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Snipe34

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Re: KF-Insanity
« Reply #19 on: June 22, 2011, 02:59 »
np, map's looking good!  well done!

Vanico

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Re: KF-Insanity
« Reply #20 on: June 22, 2011, 13:32 »
Huh...
Well, I'm working on it Snipe...
Did you fix those issues?
You don't have to, I'll do it anyway...

poompoom500

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Re: KF-Insanity
« Reply #21 on: June 22, 2011, 14:55 »
 :( To Snipe34,

Your link doesn't work.

Veica

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Re: KF-Insanity
« Reply #22 on: June 22, 2011, 15:43 »
That's because I deleted it for him, but do you want to check it out?
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Vanico

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Re: KF-Insanity
« Reply #23 on: June 23, 2011, 18:59 »
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

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Re: KF-Insanity
« Reply #24 on: June 23, 2011, 21:12 »
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.

Veica

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Re: KF-Insanity
« Reply #25 on: June 27, 2011, 19:21 »
I like your analogy, Snipe, and I'm gonna try to implement that into my map as well...
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Vanico

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Re: KF-Insanity
« Reply #26 on: July 12, 2011, 19:44 »
The map is finished, but I've encountered a fatal bug + exploit.

http://www.mediafire.com/?3ig71f93rpgr3dn

Fixed:
- Key is now placed in the doorway so you can't avaid picking it up... stupid bugusers xD

Please upload this version!

Veica

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Re: KF-Insanity
« Reply #27 on: July 12, 2011, 21:50 »


hah.... i had no problem with lighting until I added the terrain -.-
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Veica

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Re: KF-Insanity
« Reply #28 on: July 12, 2011, 21:52 »
The map is finished, but I've encountered a fatal bug + exploit.

http://www.mediafire.com/?3ig71f93rpgr3dn

Fixed:
- Key is now placed in the doorway so you can't avaid picking it up... stupid bugusers xD

Please upload this version!

If you cant 'not' get the key, why lock the door?
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Vanico

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Re: KF-Insanity
« Reply #29 on: July 13, 2011, 15:44 »
The map is finished, but I've encountered a fatal bug + exploit.

http://www.mediafire.com/?3ig71f93rpgr3dn

Fixed:
- Key is now placed in the doorway so you can't avaid picking it up... stupid bugusers xD

Please upload this version!

If you cant 'not' get the key, why lock the door?

The teleporter is supposed to open later... if there's no door, you could go to the next room without unwelding.
And if you don't pick up the key, the zeds will get stuck in the underground, which isn't supposed to happen.