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Re: DM-Hightitude

Posted: Fri Oct 19, 2018 7:23 pm
by sektor2111
Some Bots falling down boosted are not dying, there is None kill-zone over there. Why ?

Re: DM-Hightitude

Posted: Fri Oct 19, 2018 7:36 pm
by darksonny
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...

Re: DM-Hightitude

Posted: Sat Oct 20, 2018 12:40 pm
by Hellkeeper
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

Re: DM-Hightitude

Posted: Sat Oct 20, 2018 1:34 pm
by sektor2111
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.

Re: DM-Hightitude

Posted: Sat Oct 20, 2018 2:10 pm
by Hellkeeper
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.

Re: DM-Hightitude

Posted: Sat Oct 20, 2018 2:35 pm
by sektor2111
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".

Re: DM-Hightitude

Posted: Sat Oct 20, 2018 7:26 pm
by makemeunreal
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.

Re: DM-Hightitude

Posted: Tue Apr 16, 2019 9:48 pm
by Hellkeeper
Quite a late update, but I just fixed a hole caused by a misplaced portal. Redownload the map to get version 1.4.

Re: DM-Hightitude

Posted: Tue Apr 16, 2019 10:22 pm
by sektor2111
Downloaded. It will run under name DM-Hightitude_1_4.

Re: DM-Hightitude

Posted: Sat Nov 21, 2020 6:55 pm
by Ubir4
:facepalm:

Re: DM-Hightitude

Posted: Sun Nov 22, 2020 8:28 am
by UnrealGGecko
Uuuh why did you necrobump just for a facepalm emote?

Re: DM-Hightitude

Posted: Sun Nov 22, 2020 7:38 pm
by papercoffee
UnrealGGecko wrote: Sun Nov 22, 2020 8:28 am Uuuh why did you necrobump just for a facepalm emote?
The explanation is here
viewtopic.php?p=124601#p124601

Re: DM-Hightitude

Posted: Sun Nov 22, 2020 11:24 pm
by Hellkeeper
Ubir4 wrote: Sat Nov 21, 2020 6:55 pm:facepalm:
Glad you like it. :)