CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Fri Apr 29, 2016 2:35 pm

I've replaced the obnoxious floor texture with one that is more suitable.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Barbie » Fri Apr 29, 2016 3:27 pm

sektor2111 wrote:910 PathNodes
Is it a huge map? 910 PathNodes sounds like a lot for me.
<EDIT>
Now I was curious and had a look at the map: PathNode measles :D
Also I wondered why the brushes were deleted? So the statement in the readme file is like mockery:
CTF-NBK-NaliTemple-Dxnobsp1 readme.txt wrote:Other AUTHORS **MAY** USE THIS LEVEL AS A BASE to build additional levels
</EDIT>
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Red_Fist » Fri Apr 29, 2016 4:27 pm

I think you should carve out a hole for the bottom of the water falls. I see the puddle effect but it don't look right without some pool, indent texture different color, maybe a small smoke puff for mist.

And deleting brushes is against the law, I despise people doing that. :mad2:
Last edited by Red_Fist on Sat Apr 30, 2016 12:28 am, edited 1 time in total.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by papercoffee » Fri Apr 29, 2016 4:39 pm

[NBK]DxTrEm3Fx wrote:I've replaced the obnoxious floor texture with one that is more suitable.
Uhm... not to sound harsh, but this floor looks fugly and won't cope with the otherwise nice looking map.
Reconsider to use bigger tiles or something different.
Barbie wrote:Also I wondered why the brushes were deleted? So the statement in the readme file is like mockery:
CTF-NBK-NaliTemple-Dxnobsp1 readme.txt wrote:Other AUTHORS **MAY** USE THIS LEVEL AS A BASE to build additional levels
Red_Fist wrote:And deleting brushes is against the law, I despise people doing that. :mad2:
:ironic: seriously? You deleted the brushes?
Why?

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Fri Apr 29, 2016 5:55 pm

Deleting brushes was just something i got in the habit of doing back in the day so people wouldn't steal stuff. There used to be people (ie clans) in the day that would basically take your map put some different textures on the BSP and call it there map. It's not a concern now days and is an easy fix. Hell I just put a lot of path nodes in. I don't like my bots running in a straight line i guess.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by sektor2111 » Fri Apr 29, 2016 6:46 pm

I don't want to teach you evilized measures, but I think are better than removing brushes, you can do smarty things, so only experimented mappers will be able to use/improve them, a noob will mess up for sure. The "high tech" of placing node near node is useless. If you want some random movements you can use MobileNodes rather than loading CPU useless (go read forum) - these types of mapping are making me to NO Longer add more code into my MBot in tweaking purposes. Imagine a PickDestination having 2 pages of script to be called 910 times + InventorySpots. Huh ? Do speak...
Bot is able to move a bit like a snake in heavy threats and good skill, low skilled Bot can be killed by a 3.5 years old girl (confirmed by my daughter at that age) so blabbering this way makes no sense. Bot is nasty and fight well even with nodes placed at reachable limit if is set for high skill and aggressiveness - allow admins to manage that chapter.

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Red_Fist » Sat Apr 30, 2016 2:45 am

Not worth looking at with brushes deleted. :thudown:
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Sat Apr 30, 2016 2:46 am

path nodes down to 336 now.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by UTX » Sat Apr 30, 2016 10:33 pm

I don't know if it was already mentioned, but when you swim down to get the Redeemer, things get funky and you can see through walls and floors. Also, where the U Damage is, below is a corridor but through the window you can only see the outside forest thing and not the corridor's roof or anything which is odd.

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Mon May 02, 2016 5:45 pm

I'm looking in the the water area. When you look out the window your just looking into the sky box. So the corridor below will not be there. I've been looking into solutions for this problem. And the next release will have all the BSP included with it.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Tue May 03, 2016 1:17 am

As soon as I change the water texture to translucent the water zone gets a funky. Especially if you swim level with the texture. You can see the sky box you can see brushes flashing. it's ugly.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Red_Fist » Tue May 03, 2016 2:19 am

Select all the green brushes and "order" them to "last", before you mess around, just in case. Might save you some trouble.
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Re: CTF-NBK-NaliTemple-DxBeta3

Post by [NBK]DxTrEm3Fx » Tue May 03, 2016 10:46 pm

Thanks for the info, I have done that already and even replaced it so that it was last brush. I'm releasing a new version of the map with BSP included. That way everyone can look at it and tell me whats wrong with it.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Barbie » Wed May 04, 2016 3:45 am

[NBK]DxTrEm3Fx wrote:[...] swim [...] You can see the sky box
I guess because of "Fake BackDrop" of that surface.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Red_Fist » Wed May 04, 2016 4:08 am

wow nice job on the floor shadows. :thuup: :thuup: :thuup:
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