Yes. You can count me in, now. I'll give my best.papercoffee wrote:Bot pathing is in the rules.
@ DeathMask
Ok.
So ...you are on the list?
Sorry for the late reply, I didn't see it.
Yes. You can count me in, now. I'll give my best.papercoffee wrote:Bot pathing is in the rules.
@ DeathMask
Ok.
So ...you are on the list?
I am certainly interested!UnrealGecko wrote:@Rocky, your map seems to use an Unreal1 music file, and I just didn't check if you MyLeveled it or I played with the umx.
Played all the current submisions, should I write some feedback about them?
Yes please.UnrealGecko wrote:@Rocky, your map seems to use an Unreal1 music file, and I just didn't check if you MyLeveled it or I played with the umx.
Played all the current submisions, should I write some feedback about them?
How do I find this information.KingJosh wrote: The poly count is 647 and the node count is 1342, light count is 49. Zip of map is attached below.
Lol Higor is going all out.Higor wrote:25% done, SS taken with S3TC textures on which make the planet look way better.
Still, visuals won't be what will make this map what it's intended to be...
Just set the skyzone movable, and in movement one of those two, never know what is is supposed to be, in movement., not sure wich one, and then set physics to rotation, set Yaw for sideways rotation, I think, I did it on a sphere skyzone for one of my quake maps, it made the sky clouds move like in real time instaed of some surface panning. looked good too.papercoffee wrote:Cheeses!! Now I really have to start my first map ... working on a second map already FnB !?!
Gaaaaah ...you will overflow this pack!!!
I hope this will be the best map pack with the highest map count ever ... keep going guys!
I'm booking the name DM-512k-theVoid.
Concept is ready ...maybe can someone direct me to a tutorial for a moving skyzone?
I need it constantly rotating.
Ya I used a Unreal1 music file. But I guess this music comes with UT by default right?? Not sure.UnrealGecko wrote:@Rocky, your map seems to use an Unreal1 music file, and I just didn't check if you MyLeveled it or I played with the umx.
Played all the current submisions, should I write some feedback about them?
Unfortunatly, the answer is negative, please re-upload with either the music file included (which will count to the 512k limit), or edit the map that it would use one of UT's umx files.Rocky wrote:Ya I used a Unreal1 music file. But I guess this music comes with UT by default right?? Not sure.UnrealGecko wrote:@Rocky, your map seems to use an Unreal1 music file, and I just didn't check if you MyLeveled it or I played with the umx.
Played all the current submisions, should I write some feedback about them?
Me thinks, that's a good ideaJackGriffin wrote:Is there a way to do an official admin-locked release thread for the maps as they get submitted? The thread is already six pages and still has a way to go. Having a stand-alone thread that is maps-only would make getting and testing way easier.
Haha, the bots are shit ATM because the pathing is utter minimum for the bots to function somewhat. Somewhat being the key word here .UnrealGecko wrote:CTF-512K-Isotope42 by memsys
The layout is good (though I kept coming to the sniper posts) and the visuals ok, but the bots weren't very interested in bringing back the flags to the other teams bases also you fooled me by putting a toxic-looking water texture for non-toxic water grrrr...