crusha_k_rool • PM |
Jul 21, 2009 7:09 AM
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[GSPB]Crusha
![]() Posts: 926 |
New Download (2.46 MB)
Changes from the first version on: -Added material types as always in my edits. -Corrected some blocking volumes. -Set all the floating lamps to the ground. -Performance improved with two new anti-portals and one forgotten zone-portal. -Improved sound for people with Soundblaster Audigy EAX 3.0. -Added location-names. -Improved performance by making the redeemer-room a lonely zone. -Fixed some problems with the geometry at bases. -Improved sunlightning and corrected position, collision and opacity of glass. -Set the maximum Corona-size of the lights in the small tunnel from 2000 to 150, so they won't blind you anymore, but are still big enough to be noticed. -Added a custom radar-map. (I am proud of it, as such indoor-maps are terribly to catch for radar) ![]()
Last edited by: crusha_k_rool Jul 22, 2009 4:25 PM
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pegasus_ • PM |
Jul 22, 2009 2:10 PM
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Non-member
![]() Posts: 234 |
I would be proud too if I'd made that sleek-lookin' radar map; good job, man!
Only prob that I can spot on first glance is that the blue base tank doesn't spawn, but I'm still too inexperienced in UEd to figure out why that's happening :s (maybe a property for displaying it in Advanced set to false?). Edit: oh, also, there's a floating BSP brush the shape of a octagonal teleporter left over that's floating at double-crate-top height close to the red base's teleporter; might wanna remove that too. Btw, I'm at my family's home for now and headed to our summer house soon, so I won't be able to offer much in terms of playability feedback since all the comps I have are older and crappier... but, hey, at least more time to practice with Ued, right?
Last edited by: pegasus_ Jul 22, 2009 2:15 PM
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crusha_k_rool • PM |
Jul 22, 2009 3:15 PM
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[GSPB]Crusha
![]() Posts: 926 |
Do you mean this brush:
![]() It's the builderbrush, which is not visible in game. I didn't see another one. The tank: Thanks for seeing it. The reason why it doesn't appear is that, unlike the red tank, the blue one is closer to the lower middle node than to the core and so it's auto-assigned to spawn if the node is activated. I moved it now and it spawns with the core again. So since I have to release the map again anyways, I can at least do the translucent window and add some more very effective anti-portals. Updated the first post with the current download. ![]()
Last edited by: crusha_k_rool Jul 22, 2009 4:26 PM
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