crusha_k_rool • PM |
Oct 29, 2010 12:13 PM
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[GSPB]Crusha
![]() Posts: 926 |
Ehm, you get me wrong. I also said that you shouldn't use an id or cd node on every map.
And seriously, the Sektors (except for 8 ) are actually pretty high in PPH. If they are not popular, then that has other reasons. ![]() |
xicesnake • PM |
Oct 29, 2010 12:32 PM
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[*]X!ceSnake
![]() Posts: 255 |
1) I read to fast, sry
2) I wanted to say opposite, they got high pph, and therefore they are popular (sometimes I should take time to write and read more carefully) ![]() ![]() ![]() ![]() ![]() |
thomasito • PM |
Oct 29, 2010 1:20 PM
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Thomas!to*
![]() Posts: 221 |
but ice, you got an error in your logic... the sektors are not popular because ppl get high points! not everyone cares about points... mufone does, secdef does, i guess also some others... but lots of points doesnt matter when your team loses, has no teamplay and when the game is not balanced.
the sektors are popular because their playability is, despite the fact some are quite spammy, extraordinary good for the majority! we got long matches with many comebacks! it's all about the unique gameplay on the map... take StarReach for example... it's on of the popular maps because it is different with its low grav and ppl like different! you can't tell me you get alot of points on starreach and that's absolutely not what matters. take halo for instance, fast action, many comebacks, lots of fun (so many ppl just want to hide at core and snipe! they are not after high points)... the reason your edit of the map isn't that popular (yet) is mainly because it takes literally forever to get to a node! it's just soooo huge... when you are on foot, you can walk 2-3 mins without encountering an enemy. and that's the whole point. jumppads are needed, some less rocks (so ppl can see further) and additional transportation (basic stuff like mantas and eons scorpions, some NODE RUNNERS would also be very useful here !!!) the omni stuff is not what makes a map good (for me it's vice versa mostly) - it's the balanced use of vehicles, a clever link setups and lots of turnovers and comebacks that makes the fun, ya know? ![]() |
foibos • PM |
Oct 29, 2010 1:22 PM
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Foibos
![]() Posts: 551 |
"Can't find file for package 'OnslaughtSpecials (2)'" What's this supposed to mean? File name missmatch or some weird version of v2 (OnslaughtSpecials2)?
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crusha_k_rool • PM |
Oct 29, 2010 1:28 PM
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[GSPB]Crusha
![]() Posts: 926 |
OnslaughtSpecials2 should be myLeveled. Wormbo didn't make the package an official release yet and so you would get version mismatches in the future.
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vk__ • PM |
Oct 29, 2010 2:23 PM
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VK!*
![]() Posts: 460 |
U forgot to mylevel onslaughtspecialsv2 ice, now u got to remove all onslaughtspecialv2 nodes.
Remove the nodes: 1. Richt-click and Select all matching actors, than u have them all at once. 2. Delete 3. Rebuild Paths. Save and close editor. 4 Open map again 5. Check in ur ACB (Actor Class Browser) if they are still there. If they are still there, u forgot some node(s) Go back to step 1. 6. (if removed) Copy this action in to ut Command (Below on editor) OBJ LOAD FILE=OnslaughtSpecials2.u package=myLevel 7. Go back to ur ACB, now they must be there again. (Use 'Actor' as Parent? Click on it, if they doesnt appear yet.) 8. Place the nodes again. rebuild paths > Save > close editor > load map again |
crusha_k_rool • PM |
Oct 29, 2010 3:02 PM
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[GSPB]Crusha
![]() Posts: 926 |
Step 6 usually needs to be done twice.
And not only place the Nodes, you also need to place a LinksetupSupplement-Actor before you save and close the map, otherwise it won't be there later anymore. ![]() |
xicesnake • PM |
Oct 29, 2010 5:00 PM
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[*]X!ceSnake
![]() Posts: 255 |
actually, I know what went wrong : I used the onsspecial, but not v2 or something, just the (2) coz I already got it there.
I won't do this mistake again ![]() change soon ![]() ![]() ![]() ![]() ![]() |
kentaro • PM |
Oct 30, 2010 3:59 AM
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Kentaro
![]() Posts: 205 |
Let me explain you what you did with the water:
-the water texture is MyLeveled -you deleted the fluid surface info at the beginning -when you saved and close the editor, the water texture wasn't in the map, so the editor removed it of the package MyLevel. -that's why you can't find it in the MyLevel of the beta13, and because you don't have any textures (you have the default texture) when you copy/paste the fluid surface info from the original. The one thing i don't understand is why that fuc*in' texture doesn't apply on all the fluid surface, even after a rebuild. Since you haven't done a major edit of the map, i can suggest you to restart your edit from the original. Foibos, can you explain me where (exactly, between x and y node, screenshots, etc...) you can pass beyond the rocks? Kent'
Last edited by: kentaro Oct 30, 2010 4:05 AM
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xicesnake • PM |
Oct 30, 2010 5:15 AM
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[*]X!ceSnake
![]() Posts: 255 |
Actually kent, I solved the problem of water.
Now two problems still persist - the nodes, which I will edit - the blocking volumes. ![]() ![]() ![]() ![]() ![]() |