Here is my latest-->
Final Version..--DM-Sector[X]
MAP: No.3 in the [X] Series
[Release]DM-Sector[X]
- Pikko
- Skilled
- Posts: 230
- Joined: Wed Aug 05, 2020 11:59 am
- Personal rank: Old ClanMan
- Location: Norway/Europe
- Contact:
[Release]DM-Sector[X]
- Attachments
-
- DM-Sector[X].rar
- (3.09 MiB) Downloaded 23 times
Last edited by Pikko on Tue Sep 21, 2021 9:53 pm, edited 1 time in total.
Maps by Dr.Pikko
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord
Re: [Release]DM-Sector[X]
Is x=2111?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: [Release]DM-Sector[X]
Yes, can't wait to play it, well...I'm going to have my dinner first, and then...Pikko's latest!!!
Re: [Release]DM-Sector[X]
Great map, nice textures, good layout and good choice of music. My only complain is that the jump pads fail if you approach them from the wrong direction.
Great job Pikko
Great job Pikko
Somewhere in Nevada...
- sektor2111
- Godlike
- Posts: 6410
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: [Release]DM-Sector[X]
Jumping there it's not a problem at all for me. I'm used to reduce speed and jumping on swJumpad and NOT accelerating in any direction - like Bot does, just let yourself thrown and don't mess with controls.
Here probably some tinkering at textures alignment and those brushes with multiple polys on a surface can be reduced, using SpecialLit for aiming a normal lamp flicker effect, maybe deviating a jumpy route to another PathNode if it causes issues in high levels of difficulty - small things, nothing critical.
Here probably some tinkering at textures alignment and those brushes with multiple polys on a surface can be reduced, using SpecialLit for aiming a normal lamp flicker effect, maybe deviating a jumpy route to another PathNode if it causes issues in high levels of difficulty - small things, nothing critical.
- EvilGrins
- Godlike
- Posts: 9701
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: [Release]DM-Sector[X]
Let the bots have a go of it, looks decent overall. Didn't see anything wrong anywhere, though at points it seemed the jump pads were bouncing more towards the side walls than to any platform to land on.
Map has a lot of open space but some of the action takes place under ramps and between structures so at points action is compressed with limited room to move.
There was this one thing, though...
...off texture effect up top. Only noticed as I was in spectator mode, but at certain angles it causes that lined-ripple effect.
Probably doesn't matter. Most players can't get up that high to see it.
Map has a lot of open space but some of the action takes place under ramps and between structures so at points action is compressed with limited room to move.
There was this one thing, though...
...off texture effect up top. Only noticed as I was in spectator mode, but at certain angles it causes that lined-ripple effect.
Probably doesn't matter. Most players can't get up that high to see it.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- sektor2111
- Godlike
- Posts: 6410
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: [Release]DM-Sector[X]
War-zone depends on what Bots are there and if a human player is PLAYING not only spectating.
Those surfaces once again are generated by extra-vertices. I replaced them with simple cubes and they went normal.
Those surfaces once again are generated by extra-vertices. I replaced them with simple cubes and they went normal.