MapCycle from 2010-01-01

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MapCycle from 2010-01-01

Postby MapCycle [Cron] » 01.01.10

small cycle:
Code: Select all
ut4_austria
ut4_turnpike
ut4_tunis
ut4_train_dl1
ut4_toxic
ut4_dicks
ut4_harbortown
ut4_dust2_v3b
ut4_algiers
ut4_uptown
coconutbeta
ut4_prague
ut4_swim
ut4_sanc
big cycle:
Code: Select all
ut4_train_dl1
ut4_tunis
ut4_harbortown
ut4_vypla
ut4_algiers
ut4_uptown
ut4_suburbs
ut4_deception_v1
ut4_eagle
ut4_ambush
ut4_crossing
ut4_casa
ut4_desolate_rc1
ut4_kingdom
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Re: MapCycle from 2010-01-01

Postby SteveMcqueen » 01.01.10

train utz utz utz...
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Re: MapCycle from 2010-01-01

Postby ChineseDemocracy » 01.02.10

Is Train DLL another beta?> if so how far from the finished product?
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Re: MapCycle from 2010-01-01

Postby natirips » 01.02.10

ChineseDemocracy wrote:Is Train DLL another beta?> if so how far from the finished product?
Methinks DL stands for delta (it was alpha, beta and gamma before). And it's DL1 (D-L-one), not DLL.
ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«
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Re: MapCycle from 2010-01-01

Postby wurst » 01.02.10

lol rly?
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Re: MapCycle from 2010-01-01

Postby natirips » 01.02.10

wurst wrote:lol rly?
rly, I was dad serious
ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«
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ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60

Re: MapCycle from 2010-01-01

Postby SteveMcqueen » 01.02.10

dl1 = delta 1

in other words:
natirips is right.

i will get back to mapping on train again around mid-march.
there are quite some things to fix, gameplay-wise, that only become obvious if you know the map damn well. but then the "errors" become unnerving as hell.
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Re: MapCycle from 2010-01-01

Postby Vendetta » 01.06.10

yeah, just look @ the map.... good but never finished.... something you could put in were bomb effects ==> some things explode when they get bombed.... (besondes die RAKETEN auf den bombspots explodieren NICHT! mach da mal irgendwas :o )
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Re: MapCycle from 2010-01-01

Postby SteveMcqueen » 01.06.10

was die probleme angeht, ist mir das sehr bewusst.

bomb effects machen aber probleme:
- bei meiner bauweise, weil ich keine "caulk hull" benutzt habe... artets in arbeit aus
- hauptargument ist, dass func_breakables von jedem platz in der map aus gerendert werden, und so bei den frames zu buche schlagen

die models hat querty geadded, nur war ihm nicht bewusst, das nur ein entity pro objekt moeglich ist. entweder model oder breakable.
anderes beispiel is ne tuer: türen brauchen func_door (func_door_rotating?), aber eine weitere func_ entity geht nich.
deswegen gibt es keine zerschiessbaren/sprengbaren türen.

vendetta, ist dir aufgefallen, dass das scaling bei der map in dem neuen raum fürn eimer ist?

benutze, nach dem /devmap ut4_train_dl1 /cg_thirdperson 1 (oder so ähnlich) und renn ein wenig in der map herum: das is die beste möglichkeit die grössenverhältnisse zu vergleichen. beim brotzeitraum ist die scale recht daneben, da muss ich mir n och was überlegen.
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