Red_Fist wrote:Well it is like a combination of Pyramid, spacenoxx and Hyperblast and Morpheus, all I can think of is if you put a normal grav area fighting inside area.Otherwise I didn't catch or see any problems for the DM..
hmm, well for years it had about 5 or 6 gravity zones from top to bottom (their might be a pic of that somewhere on my website). The "street level" was normal grav, with the gravity decreasing as you went up or down from there (there are 7 levels, sorta). I reduced it to just one killzone and then the one big-ass zone where i tweaked the gravity to a more "zippy-float" for the whole map rather than many different LG settings (I also had direction zones out in space that launched you around to get redeemers and other such nonsense). The _problem_ with that was performance related and not gameplay related (although it is disturbing to have your air-control taken away from you, lol!) I gained maybe 10-15 fps "outside" by getting rid of all those huge zone portals.
Red_Fist wrote:The only other thing i can think of is to make that center beam area where the gravity thrusts you down to die if you get too close, or get pushed into.
that's not a bad idea except i liked the fact i could just jump across the middle to the opposite quadrant. A killing beam would prevent that...
iirc there's a trigger/actor for killing pawns, maybe i could try that - make it a tall collision cylinder around the beam. i don't really want to build BSP in that map any more so a zone is not an option... thanks red_fist

if it works you get a credit, lol!
Red_Fist wrote:and it has the spaceport look.I was also thinking if there was 4 movers one on each corner for additional gameage.
one thing you won't find in this map is any movers - it has always been a jump/LG map, that said, with double speed and jumpboots you can fly so far in one jump that you should easily reach those platforms when youre down in the loading area...
Red_Fist wrote:Very cool, lighting turned out the way I like things to look, maybe much darker on the bottom center area, for fun sake.
i removed about 25-30% of the light actors in the last development period due to UE1 continously smacking me for that shitty bsp, lol! it got to the point where adding just one or two extra light actors (didn't matter where) and boom! lightmap crash... so then log log log, delete delete delete, unlit unlit unlit, etc, until it would became stable, until next time i added a light (rinse repeat) heh, great mapping lessons for noobs in this one about how not to make a ut map, lol!
Anyways thanks for having a look
