DM-AmericanSuburbs [BETA]

Tutorials and discussions about Mapping - Introduce your own ones!
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sektor2111
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Re: DM-Suburbs

Post by sektor2111 » Sun May 01, 2022 1:30 pm

Buggie wrote:
Fri Apr 29, 2022 5:23 am
3. AlternatePath must be placed for avoid illogical movement. For example if you place it in middle long tunnel between bases, can be situation when blue bot enter to tunnel from wrong side (from red base), reach middle and run back to red base for take flag.
For avoid such need make AlternatePath closer to blue base.
Yes, perfectly agree here. Even Epic were messing up CTF-Coret like that, applying fixes right in Engine... See game-log...

Code: Select all

Log: Game class is 'CTFGame'
Log: Fixing up CTF-Coret
Log: Fixed up AlternatePath13
Log: Fixed up AlternatePath12
Log: Fixed up PlayerStart5
Log: Level is Level CTF-Coret.MyLevel
They were the firsts boys giving idea of patching maps but... no coding solution open for moving a wrong PlayerStart :loool:.
Let me guess... this is simply disabled for good...

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Tyr
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Re: DM-AmericanSuburbs [BETA]

Post by Tyr » Fri May 06, 2022 12:36 pm

I love the Night Version. It gives me an eerie feeling of an abandoned place where zombies are chasing around.
Released:
Image

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papercoffee
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Re: DM-AmericanSuburbs [BETA]

Post by papercoffee » Fri May 06, 2022 4:51 pm

Tyr wrote:
Fri May 06, 2022 12:36 pm
I love the Night Version. It gives me an eerie feeling of an abandoned place where zombies are chasing around.
Add the Zombies

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OjitroC
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Re: DM-AmericanSuburbs [BETA]

Post by OjitroC » Sat May 07, 2022 12:01 pm

Konoko takes to the rooftops to evade the suburban zombie hordes
SuburbanZombies.png
SuburbanZombies1.png
Not quite sure what amount of zombies to use - currently
NZombiesCount=200
NHordeSize=20
ZombieHealth=200
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papercoffee
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Re: DM-AmericanSuburbs [BETA]

Post by papercoffee » Mon May 09, 2022 12:52 am

Is it just me or do they look a little bit small...

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OjitroC
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Re: DM-AmericanSuburbs [BETA]

Post by OjitroC » Mon May 09, 2022 1:38 pm

Those screenshots are taken from the roof of a house (bottom) and of a porch or garage I think (top) - up close the zombies are normal size (as tall, etc as the player).

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papercoffee
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Re: DM-AmericanSuburbs [BETA]

Post by papercoffee » Thu May 12, 2022 2:53 am

I meant compared to the surrounding ...I mean I don't know how those suburbs actually look like.
But I thought compared to the windows and the hedge in the background do the zombies look a little bit small.
Or better said the surrounding looks unproportional big.

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EvilGrins
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Re: DM-AmericanSuburbs [BETA]

Post by EvilGrins » Thu May 12, 2022 4:07 am

papercoffee wrote:
Mon May 09, 2022 12:52 am
Is it just me or do they look a little bit small...
Most of that map is pretty much to scale for UT standard player size, but the zombies probably do seem small as they're all shorter than the normal player size.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: DM-AmericanSuburbs [BETA]

Post by OjitroC » Thu May 12, 2022 1:32 pm

EvilGrins wrote:
Thu May 12, 2022 4:07 am
papercoffee wrote:
Mon May 09, 2022 12:52 am
Is it just me or do they look a little bit small...
Most of that map is pretty much to scale for UT standard player size, but the zombies probably do seem small as they're all shorter than the normal player size.
Yes they are all a little bit small - they all have a DrawScale of less than 1 - the TWT_ZombiePawn, from which all the Zombies5 are subclassed, has a DrawScale of 0.85 and the child classes have a DrawScale of 0.92 or 0.94.