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Post by mrmedic on Aug 18, 2006 13:37:12 GMT -5
Are you SURE? (that means, think again) Think of it, If you tell the zombie that it can move to 5 places(ie, theres 5 pathnodes) then, when it moves to one, it only has the option of going to 4 other places, so it only needs to think which of the 4. Now, if you get say, your, 30. Then everytime a zombie moves to a pathnode, it will have to think where it is going to move, out of 30, so it will take longer to think. It doesnt cause much lagg, but it DOES slow the comp down, but its hardly noticeable, I just find it irritating
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Post by Grim on Aug 18, 2006 13:40:35 GMT -5
Plus, it kinda confuses them, I've had them chasing after me once, with too many path nodes, turned into a room, it just started going abck and forth because there was too many pathnodes, and it didn't know how to navigate to me properly
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Post by mrmedic on Aug 18, 2006 13:44:09 GMT -5
Yes, that is true, when I make pathnodes, I always click "View paths" and look at all the lines between them. The color of the lines are important.
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Fraser
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Posts: 272
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Post by Fraser on Aug 18, 2006 23:28:23 GMT -5
Oh k, I really need some help on the lift problem right about now, The lift doors seem to stay closed or open wen the lift gows up or down been updating map its nearly ready for download, But iff i carnt find some one to help me on the lift then there will be no lift if that bothers you or not only time will tell
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Fraser
Crawler
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Posts: 272
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Post by Fraser on Aug 23, 2006 12:04:10 GMT -5
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Fraser
Crawler
the Internet police
Posts: 272
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Post by Fraser on Aug 23, 2006 12:50:38 GMT -5
Oh and i took your advise about the nodes med and theres lot less then there were before
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Post by mrmedic on Aug 23, 2006 13:44:41 GMT -5
Thank GOD!
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Post by zombieButcher on Aug 23, 2006 15:13:57 GMT -5
Tried it, and honestly i dont like it. Its not because i hate you, its just because it looks like the creator put like 5 mins of work in (so empty and simple). Anyway good attempt.
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Post by «Søñ!çSøûñD» on Aug 23, 2006 15:18:30 GMT -5
Hmmm ... I'll give it a try. DLing
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Post by kyben on Aug 23, 2006 15:47:21 GMT -5
It's very hard to make a good looking map Zombiebutcher, he even said it wasn't as great looking as the others. You can't just say it sucks because of how it looks, gameplay is half of it too. Even the most horrible looking of maps can be fun to play.
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Post by «Søñ!çSøûñD» on Aug 23, 2006 15:56:15 GMT -5
I just tested your map and it is not so good ... There are Zombies puking at me, when I enter the shop ~ Dunno if they cause damage - I didn't let 'em. The map is too straight ... only 2 ways up and down: elevator / stairs with some rooms (all looking nearly the same) between. Some cars are really tiny, others seems like Bigfood is their owner. I don't get that "*OMAGHAAD* i get pwned here for sure"-feeling when playing your map. Ah and last but not least: Fire isn't causing damage on me and found a nade in fire O.o? Well ... here I took some shots: *Argh*What I especially don't like on your map! Thinest Wall I've had ever seenThe zombies aren't the Problem on your map - The low framerate 'cuz of that uber-fog kills me!
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Post by Doyora on Aug 23, 2006 16:14:43 GMT -5
Yep emitters with lots of particles kills FPS. I'd go for a max of 60 particles coming from an emitter, but that's still pushing it a bit. 30-45 is your best bet, lower if possible.
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Post by «Søñ!çSøûñD» on Aug 23, 2006 16:30:12 GMT -5
It's very hard to make a good looking map Zombiebutcher, he even said it wasn't as great looking as the others. You can't just say it sucks because of how it looks, gameplay is half of it too. Even the most horrible looking of maps can be fun to play. zombieButcher is right here ... Fraser didn't put in enough ... well, lets say "love" into the map. I mean it's only worth making a map, if you got some really nice and fresh ideas for it and than combine it with well placed stuff and good look, than its perfect ... Frasers map doesn't have any "really nice and fresh ideas", so the gameplay isn't that good. It doesn't have well placed stuff (KarmaObjects, Weapons, StaticMeshes, etc.) ... for example: Grenades in non-damage-dealing fire, cars proportions aren't right, fog is killing me and my fps. And well ... there are many strange-looking things, but the elevator (Which is ripped off from KF-Offices) makes it a middle-class map from the look.
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Fraser
Crawler
the Internet police
Posts: 272
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Post by Fraser on Aug 23, 2006 18:54:40 GMT -5
Hey i can promise you this isent 5 minuts work Lets try 1 week off work maby more, I dident promise it was going to be great i just whanted to make a small map with lots of zombies coming up the stairs and im shure it was bad. But you can give me more credit then 5 minuts of work, What els did you expect me to put in there a frekin plane It wasent bad i dident think because it was my first kf map and it works at least, I was thinking of making a subway level with trains but i bet iff i made that again i would probley have people saying ah this is crap Ahh wast of download! The zombies aren't the Problem on your map - The low framerate 'cuz of that uber-fog kills me! Blame medic for that one he made really big emiters and its a tad more laggyer then the 400 small ones Evrey one of the cars are 3 times as big as nomal because there super small at nomal size if i went to 4 maby big foot would off owned the cars blame the meshes for being difrent sizes
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Post by kyben on Aug 23, 2006 19:35:29 GMT -5
I'm sure it was more than 5 mins. Don't be discouraged, fix the problems that people said were wrong with it and you can make it into something great. Studying other maps helps too.
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