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Forum Home > General discussion & players > "The Mappers' Corner"
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jancsi33PM
#61
Feb 01, 2010 4:45 PM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
I ran through them, but I'll read/learn them detailedly on the weekend.

Anyway, thank you! And a big THANK YOU VERY MUCH for all the teaching!!!! (Wish I could give more than a thank you...)
Last edited by: jancsi33 Feb 01, 2010 4:46 PM
crusha_k_roolPM
#62
Feb 02, 2010 5:46 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
No problem, you can get many solutions to questions easily by searching in the Unreal Wiki or UDN. ;p
Last edited by: crusha_k_rool Feb 02, 2010 5:46 AM
vk__PM
#63
Feb 03, 2010 9:08 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Hello again, i edited another CTF map:) Small close combat. Because we love SpamBox here is : http://www.mediafire.com/?mqkztfiznk2

What do you think :p (that thing in middlle can't remove it)

grtz
http://BIT.ly/VKMAPDESIGN


crusha_k_roolPM
#64
Feb 03, 2010 11:33 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
I played it only in TDM now because you didn't change the DefaultGameType again.

I think it's not really suitable for ONS. One could give it a try, but SPAMBOX is different. You have more space there and can easily get to the enemy base and you have enough "buffer-nodes".

The map plays in space, but there is not the low gravity that you would expect. I always want to jump further than I actually get.

The KillZ is too close to the map, you don't even get pass the antenna before it removes you from the world.

The Weaponlockers are not equally full, you need to go to the second locker if you want all weapons - that's bad and costs the server even more resources.



Edits should take enough time, it's not good to hurry and to miss things. Ok, you won't have the problem of working 2 weeks on such a small map.

Besides, did you get the original author's permission to edit the map? Or is it written somewhere in the readme?
vk__PM
#65
Feb 03, 2010 12:23 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Defaultgametype?

Tested in low gravity with mutator, actually i don't like it.

KillZ don't now what that means?

With the weapon lockers i can full them all:)

Nah i just edited for fun, and learning things from what they created, i created it in few hours (not 2 weeks if u think that:p). For me it was fun against bots:)

There is so much modifications in such a small map, that i think what a noob i am! Just a few brick can i make.

I don't think the auther would blame me, it isnt even a popular map, and i think no 1 cares about that tiny map, and besides ut04 is almost dead.

http://BIT.ly/VKMAPDESIGN


crusha_k_roolPM
#66
Feb 03, 2010 2:12 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Just take a look at my post about the Dome of Death. You will find out what DefaultGameType and KillZ means.
jancsi33PM
#67
Feb 04, 2010 2:01 PM
Jancsi.:LLS:. Member - Joined: Aug 06, 2009
Posts: 217
vk__ wrote:
[...]ut04 is almost dead.


NOT true.
Last edited by: jancsi33 Feb 04, 2010 2:02 PM
vk__PM
#68
Feb 04, 2010 2:21 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
For the amount of people playing this days, i play ut since it came out, i definitely want to say it is still alive, it is! But not like the glorytimes:)

I need to say that there are more players since new year.

And i still hope on a remake of ut04, not that crappy ut3 -_-
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Feb 04, 2010 2:25 PM
crusha_k_roolPM
#69
May 01, 2010 1:44 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
kentaro wrote:
My problem with the reachspecs is exacty this! ("xPickupBase is floating" or "PathNodeXY on invalid base or too close to steep slope")
And can i remove all the pathnodes and players starts ''in one clic'' ?
I work a bit more on this, i'll send you a link soon.
Besides, i wanna dig a cavity behind the waterfall to put a node in, and I don't know how dig it ^^
and how can i make a type-ONS weapon locker? (several weapon in one weapon locker)


-Cave:
I guess there is terrain at that point, right?
Then you need to use the Terrain Editing Tool .
What you need is this: Visibility Tool

-Select all Actors of a kind together:
Right-click on one of the Actors and goto "Select" and choose "Select All XYZ".
"Matching StaticMeshes" can be very useful if you want to set one StaticMesh-kind (that means all StaticMeshActors that share the same mesh from the StaticMeshBrowser) to a specific SurfaceType.

Afterwards just delete the selected things. But you should make sure that you didn't accidentally selected something else before selecting all Actors. You can check that by taking a look at the title of the Properties window (F4). If you have only PathNodes selected, then it will say something like "PathNode Properties (56 selected). But if you have another kind of Actor selected too, then it will say "Actor Properties", so watch out.

-Floating xPickupBase:
It's placed somewhat too high above the ground, i.e. it's floating. Just move it a bit lower. Double-click on the error message will immediately select and show you the respective Actor so that you can easily fix the problem.

-PathNode not on valid base or too close to steep slope:
Well, the message tells you exactly what the problem is: The PathNode is in such a case usually placed at a steep mountain that is too hard for a bot to climb, I guess more than 35° is too much. Move it to another place.
Another thing by what this message could be caused is that the PathNode is placed on something that has bPathColliding set to True in it's properties, but that is usually never the case.

-WeaponLockers:
ACB -> Pickup -> WeaponLocker
vk__PM
#70
May 02, 2010 2:10 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Hello crusha, i need ur help, where can i find a ladder?

Thanks in advance!
http://BIT.ly/VKMAPDESIGN


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