MH-AMC-Mesospheric

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Re: MH-AMC-Mesospheric

Postby Aldebaran » Sat Dec 01, 2018 9:43 pm

Very nice map with a great atmosphere! :tu:
These are my thoughts:
- main problem is that some monsters (skaarj, slith, flys) have to be killed on the ground floor (they don't die if falling from the isles)
- you can fly under the isles with the nukes/redeemers, don't know if that is intended
- in the start room one light lamp has a graphical issue (using opengl here), see picture. a white square is shown there
- the red button in the house with the tentacles shows no text if pressed, but the other red button in the other house does
- one teleporter shows error message "Teleport destination for [...].VisibleTeleporter1 not found" and does not work
- for the mantas I would set more spawn points, as far as I can see there is only one point and spawning is slow
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lamp light issue
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Re: MH-AMC-Mesospheric

Postby Hook » Mon Dec 03, 2018 6:21 am

I may have a fix for that white square issue - dealt with that a while back - will be back here when I find where that post is located on my forum of that fix. (if somebody doesn't beat me to it first anyway LOL)

Yes Terraniux, glad to see you back in good form with a great map going here! :gj:
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Re: MH-AMC-Mesospheric

Postby Terraniux » Mon Dec 03, 2018 5:34 pm

Thank you for the kind replies everyone. Going to release a updated entry as far progress is manageable this week. :thuup:

To Nelsona: I should swap the vaccuumzone with cloudzone? Monsters and players will be death in the zone?
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Re: MH-AMC-Mesospheric

Postby sektor2111 » Mon Dec 03, 2018 5:52 pm

Terraniux wrote:To Nelsona: I should swap the vaccuumzone with cloudzone? Monsters and players will be death in the zone?
As you wish, because this it's not the only option. You can tweak a LavaZone changing damage to whatever 1000-1500 and damagetype Fell. Else you can tweak even a default zone adding damagepersecond and setting up all damage specific boolean values to True bKillZone bPainZone bDestructive. You can check these by adding a temporary factory and spawnpoint actors over that zone and see if monster in cause is dying or not. As I know so far even a Lavazone is good here - see BoomBoomBridge maps and then you can change only damagetype with whatever you like.
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Re: MH-AMC-Mesospheric

Postby Isotoxin » Tue Dec 04, 2018 1:00 pm

No words for how cool this looks! Actually makes me want to install UT again and launch it! More screenshots are welcome! :gj:
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Re: MH-AMC-Mesospheric

Postby Terraniux » Fri Dec 07, 2018 12:01 am

Isotoxin wrote:No words for how cool this looks! Actually makes me want to install UT again and launch it! More screenshots are welcome! :gj:

Sure.

As prettier the map gets, it doubt more and more of the steadiness. :(

I've got untill monday, nothing but crashes so far :sad2:
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Shot0089.jpg
3
Shot0087.jpg
2
Shot0085.jpg
1
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Re: MH-AMC-Mesospheric

Postby Hook » Fri Dec 07, 2018 2:09 am

Wow, pics of that map of yours is starting to look like some of the cool live wall papers I have for my phone! :gj:
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Re: MH-AMC-Mesospheric

Postby Barbie » Fri Dec 07, 2018 9:48 pm

Some remarks:
  1. Krall0 has Class'UnrealI.Tracer' as RangedProjectile but that projectile has a damage of 0.
  2. Stairway Brush379 is hovering over the ground and so the first step blocks players.
  3. HoM effects if you look down into the void at some places.
  4. If you walk down the beach at an island you cannot see where the deadly area starts and you get killed without a warning.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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Re: MH-AMC-Mesospheric

Postby papercoffee » Sat Dec 08, 2018 4:27 pm

When is it finished?
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Re: MH-AMC-Mesospheric

Postby Terraniux » Sun Dec 09, 2018 12:22 am

papercoffee wrote:When is it finished?

Not, at least not in time. Whatever I've got.... I'll submit it tommorow.
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Re: MH-AMC-Mesospheric

Postby Red_Fist » Sun Dec 09, 2018 5:34 am

Terraniux wrote:Thank you for the kind replies everyone. Going to release a updated entry as far progress is manageable this week. :thuup:

To Nelsona: I should swap the vaccuumzone with cloudzone? Monsters and players will be death in the zone?



It's really better to use that triggerkill if it's possible, for MH, can't remember why but I had problems with zones.
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Re: MH-AMC-Mesospheric

Postby Terraniux » Sun Dec 09, 2018 8:03 pm

submission is delivered, in first post.

Sorry folks, the map is unfinished. I've gotta leave it at this..... :sad2:
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Re: MH-AMC-Mesospheric

Postby papercoffee » Sun Dec 09, 2018 8:23 pm

Terraniux wrote:submission is delivered, in first post.

Sorry folks, the map is unfinished. I've gotta leave it at this..... :sad2:

till tomorrow you have time go go go!
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Re: MH-AMC-Mesospheric

Postby OjitroC » Sun Dec 09, 2018 9:28 pm

Terraniux wrote:submission is delivered, in first post.

Just to note there is a problem with one of the music files:
Spoiler: show
Warning: Failed to load 'MTbyTerraniux': Can't find file for package 'MTbyTerraniux'
Warning: Failed to load 'MH-AMC-Mesospheric.unr': Can't find file for package 'MTbyTerraniux'
Warning: Failed to load 'Level None.MyLevel': Can't find file for package 'MTbyTerraniux'
Perhaps MJTbyTerraniux.umx is actually meant to be MTbyTerraniux? In which case, the problem can be overcome by remaning that file.
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Re: MH-AMC-Mesospheric

Postby Terraniux » Sun Dec 09, 2018 9:40 pm

thanks for post oji.

Forgot I renamed a file. I rebuilded a music package.
thanks again, I resubmission.
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