DM-Hightitude

Tutorials and discussions about Mapping - Introduce your own ones!

Re: DM-Hightitude

Postby sektor2111 » Fri Oct 19, 2018 7:23 pm

Some Bots falling down boosted are not dying, there is None kill-zone over there. Why ?
User avatar
sektor2111
Godlike
 
Posts: 3609
Joined: Sun May 09, 2010 6:15 pm
Location: vect(1,1,1)

Re: DM-Hightitude

Postby darksonny » Fri Oct 19, 2018 7:36 pm

sektor2111 wrote:Some Bots falling down boosted are not dying, there is None kill-zone over there. Why ?

I tested and I got killed not instantly but killed so...
darksonny
Skilled
 
Posts: 161
Joined: Sat Sep 13, 2008 10:24 pm

Re: DM-Hightitude

Postby Hellkeeper » Sat Oct 20, 2018 12:40 pm

sektor2111 wrote:Some Bots falling down boosted are not dying, there is None kill-zone over there. Why ?

Because I forgot.

This is now fixed, the map can be redownloaded, version 1.3 fixes all problems and bugs found so far. :)

@darksonny: I'm glad you like it. I will not be changing the skybox because I'm honestly too lazy and too little invested in this map to build a new skybox and revamp the entire lighting. As for what remains to be done, the map is pretty much final and I'm just fixing any problem found by people testing it. :D
You must construct additional pylons.
User avatar
Hellkeeper
Masterful
 
Posts: 665
Joined: Tue Feb 25, 2014 12:32 pm
Location: France
Personal rank: Soulless Automaton

Re: DM-Hightitude

Postby sektor2111 » Sat Oct 20, 2018 1:34 pm

darksonny wrote:I tested and I got killed not instantly but killed so...
... So XAN boosted by me was missing in action at a moment, when I woke up playing against a moron like Archon I checked an F5 to see what the hell happened with XAN - resting at bottom... THAT WAS NOT a death case - Such a map should have what CTF-Face has, not a blind bottom. Another time I was hanging using SHIFT (WALK) and I went down slowly like a spider over some BSP or whatever, and landing properly with 90 Health, simple as that - that bottom area is not killing anything. As extra-stuff, monsters are not really dying after such a fall, definitely a kill-zone won't cost money to add.
Hellkeeper wrote:This is now fixed, the map can be redownloaded, version 1.3 fixes all problems and bugs found so far. :)
Thank you, Sir, I'll check it.
User avatar
sektor2111
Godlike
 
Posts: 3609
Joined: Sun May 09, 2010 6:15 pm
Location: vect(1,1,1)

Re: DM-Hightitude

Postby Hellkeeper » Sat Oct 20, 2018 2:10 pm

As I said, this is an uninspired map with not much thought, I was always thinking about something else while building it. I fell once during my tests and died and assumed it was fine, completely missing the fact that with enough health and shield, it was probably survivable. :P
But hey, that's what testing and feedback is for. Thanks for pointing it out.
You must construct additional pylons.
User avatar
Hellkeeper
Masterful
 
Posts: 665
Joined: Tue Feb 25, 2014 12:32 pm
Location: France
Personal rank: Soulless Automaton

Re: DM-Hightitude

Postby sektor2111 » Sat Oct 20, 2018 2:35 pm

If I'll see positive results, this one will go straight into Monster Gaming Server, it looks compatible with a TDM, DM, Insta-type DM, even 1on1DM. This is exactly prototype of maps which I'm looking for, every Player gets everything not only a "smart" player and Bot not knowing "deals".
User avatar
sektor2111
Godlike
 
Posts: 3609
Joined: Sun May 09, 2010 6:15 pm
Location: vect(1,1,1)

Re: DM-Hightitude

Postby makemeunreal » Sat Oct 20, 2018 7:26 pm

How do you keep coming up with such a well-thought layout? :S
For me, that's the hardest part.
Building stuff is not a problem, but ideas are. This map is a very nice example of a well-looking-straight-forward map!

We'll definetely play this one at our upcoming 4 day Unreal Event!

Merci bien.
UNREAL
User avatar
makemeunreal
Adept
 
Posts: 477
Joined: Tue Mar 26, 2013 6:34 pm
Personal rank: UNREAL

Previous

Return to Mapping

Who is online

Users browsing this forum: R3plicant and 4 guests