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Post by Grim on Oct 12, 2006 7:33:59 GMT -5
Very nice improvements sir, and this is your map, your content. If you want to base it in Germany, then base it in Germany, simple, I mean, Kyben has a map that looks like an Middle Eastern city, so just keep it as Germany, it's possible for SPECIMENS (1.0 was zombies, 2.0 is SPECIMENS, hence the fact that when you play the game, it says "Specimens" ), to get over to Germany and all, for all we know, maybe Britian made an alliance with Germany and they both had labs? Or a giant cargo ship was filled with containers of these things that was being shipped to some off island to test them out and they got loose, then just HAPPEND to drift to the other countries? ANYWAYS. Keep it to your likings, and if you have any questions feel free to ask the community, or even PM me if you really wanna narrow your answers
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kai
Clot
Posts: 37
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Post by kai on Oct 12, 2006 7:40:38 GMT -5
thanks grim, yeah SPECIMENS is good. Lets call them Specs for short. Back to the story: Why doesnt anybody get my? Horizon is a company right? They did research that went wrong and so we had.. Specimens all over the place. There was a research lab in germany and the Middle East too, where they got released (escaped), because somebody said "heh, the cage with the banshees appears to be empty, I better open it". Im very tempted to post my map now but I will need to wait till the bench and the tables arrive, they are really well done and I want to include them first before I post the map again. Man, I regret posting this early beta of my map in the first place, it looks and plays soo much better now, you´ll see.
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Post by Grim on Oct 12, 2006 7:43:09 GMT -5
Don't regert it mate, without it, almost EVERYONE does it, they post a beta of the map, people download, they test, they report feedback, bugs, issues, likes and dislikes, then you fix, continue fixing, test, etc, then post it back and then peopel download again, which isn't much of a hassel unless you have a bad host, then they play and enjoy the improvements
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Fraser
Crawler
the Internet police
Posts: 272
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Post by Fraser on Oct 12, 2006 9:43:20 GMT -5
Ok, I checked my personal messeges, there pretty good actually! You did a great job on that! Well, never mind. Ok, back to the rest: In my world, there is a "Horizon Labs" branch in my hometown. Buuut, if you really want it only happening in Britian I guess I could add a union jack or something. Ok, Zombies from now. I like Zeds though.. or as Shaun said "We are not using the "Z-word"!" And to Fraser: did you play that map? Those Zombies jump your back more often from behind then your prisonmates when you pick up the.. you know where I am getting at.... The new Version will be posted as soon as Im happy with it. Theres still a lot to fix and I added one or two more textures, but its at least twice as fun now (mainly because you can jump out of the windows!). Oh i would play it, IF THE PATCH DIDN'T FOOK UP ME VERSION, I don't play unreal no more i map but thats about it, I play fear cause i totally own at it.
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Post by Grim on Oct 12, 2006 10:05:53 GMT -5
F.E.A.R is like, Counter-Strike. It doesn't require any skill, you just run and gun and you'll wind up killing about 4 people in one clip, that's for multiplayer anyways. F.E.A.R Single Player isn't tough either, but it's not meant to be though, it's just meant to be visually pleasing and replayable.
And if 2.0 worked for you, but 2.1 doesn't. You most likely screwed some thing major up, since 2.1 changes are just scripting and basically shouldn't cause anything to stop working (that is if 2.0 worked) unless installed wrong.
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kai
Clot
Posts: 37
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Post by kai on Oct 12, 2006 10:42:36 GMT -5
Common dont argue in this beatiful post. Well you pointed out the good things about early beta relases. You post, they test it, they decide it SUCKS and dont play any versions after that or dont see the changes you put so much heart in...
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Post by Grim on Oct 12, 2006 11:08:07 GMT -5
Well, the thing is. People like I and many others around here, look at LAYOUTS more then fancy looks. So if it's still a work in progress, and people love the layout, as I love the layout to School, very nice, therefor, I want to see it progress very much. So you have some good support on this here, so it's alright. If you release a beta, and the layout is, well, horrible, then adding fancy looks to it probably won't help at all, and it's best to just start a'new anyways.
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kai
Clot
Posts: 37
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Post by kai on Oct 12, 2006 14:24:36 GMT -5
Argh! Bsb holes everywhere... pathing issuses.. its like a big tumor just popping up right when i was almost happy with my map. I guess I will need another day for fixing that, but the wrong looks even better now.. man and I have to those Specs get me all the time. I cant win my own map its rediculous!
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Post by Grim on Oct 12, 2006 15:06:54 GMT -5
haha, it takes time. If your pathing has started screwing up. Delete them all, and just repath from scratch. I know, annoying, but I had to do it a few times. Very helpful.
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kai
Clot
Posts: 37
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Post by kai on Oct 13, 2006 11:58:36 GMT -5
oh my god. Im so stupid its funny and because I like a good laugh heres one for you: Soo, I had a bsb hole on the floor and it was caused by a substract brush which i needed to cover a colloum that would have just stood in the middle of the room. I tried in many ways but in the end I just made it "inivisble" under the surface options. Then I somehow found another way and forgot all about it. Suddenly a wall of mine disappeared completly I was "WTF teh BSBHoles again!" and worked on it since yesterday. I was about to post a "help, I have bsb hole but it doesnt show up in the editor" threat when i released that this wall was part of my "middle of the room colloum" problem.. so all I needed to do was uncheck the little "inivisble" box.. I spent 6 hours on that problem... Oh back to the pathing: My Specs just cnat seem to get trhu doors, i mean some do, but some stay outside doing nothing standing there like.. like.. zombies. Im happy with the visuals, the gameplay and almost with the pathing now, 1.1 will be released soon.
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Post by Grim on Oct 13, 2006 12:34:27 GMT -5
*rolls eyes* haha, anyways! If they're stuck in the door, probably too many pathnodes or they path nodes are too much in an angle for them to understand it. Try making less pathnodes and longer gaps between the two, not TOO long, but yeah, then make sure it's a straight across path from one side of the thing, to the other | * | * like that | = Door way * = Pathnode
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kai
Clot
Posts: 37
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Post by kai on Oct 14, 2006 7:31:49 GMT -5
Ok... Grim, I didnt quite get your diagram, but the text showed me essentials 1.) less is more 2.) leave enough room between two apples. Just one last question: what color do the paths need in order to let every specimen get throu?
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Post by Grim on Oct 14, 2006 7:49:44 GMT -5
Doesn't exactly matter, what matters is, that they have a line between them, my pathnodes are all kinds of colors. The biggest problem I've ever had with pathnodes, wait, second biggest, my first biggest was everytime I placed one down, they appeared 500 feet in the middle of the air above where I placed them. My second biggest problem with pathnodes is having too many, the less you have, the easier it is for them to navigate, you would think, the more the better, but it really confuses them badly, if there are three tightly bunched pathnodes, they get confused on what ones to go to and start going back and forth trying to figure out which one is the one they need to go to to progress, so if you have big gaps, as long as they connect, they should be just fine.
Also, for your doors, just try and keep the pathnodes to the MIDDLE of both sides of the door, that way specimens can see the other pathnode through doors, they don't exaclty see things through walls, so if you have it angled too much, they won't be able to navigate through the doorway to the other side.
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kai
Clot
Posts: 37
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Post by kai on Oct 16, 2006 18:11:45 GMT -5
KF-SCHOOL 1.1 Ok boys and girls its done!After overwhelming feedback (both in quantity and quality) I worked my ass off to satisfy me and the critics that really helped me viewing my map from another point of view. The map got big, real big (in MB), I'm sorry about that but for that you get: -better visuals (almost everything got better) -railings -no unwanted bugs (read all about my "should specs get stuck on purpose" ethics in this thread) -you can lock yourself in a classroom and shoot out of the windows at specimens until they come through the door and you just jump out of the window. This almost kills you but gives you some time to reload and find a place to hide. - Custom Music - Lots of new rooms - Fixed lighting in the cellar - Rails on all stairs - no more pathing problems - still impossible to beat alone Ok, now I'm almost happy, next thing to come: - including Abyxs great static meshes... -anything you guys still find worth changing Download it here and have the time of your life files.filefront.com//;6033350;;/Ok its fixed and runs fluently.. I just used some Agent Orange on those trees...
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BIGJohnMP
Stalker
Shall we play a game?
Posts: 119
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Post by BIGJohnMP on Oct 16, 2006 21:18:11 GMT -5
You've done good. Overall the map looks good. I do have one little gripe though... Did you actually play test it before you released it? It lags like no other map that I've ever seen. Its almost like you added too much extra stuff. My system specs are pretty good and I still get a slide show on this map. The only place it doesn't lag is when I'm outside looking away from the school into a dark corner. Now how am I supposed to rid the school of zeds in this manner?
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