Page 3 of 5
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Wed 18 Sep , 2013 6:00 pm
by darkelf
Izumo_CZ wrote:
I to be simply ... Illuminating?

Illuminating sure.
How about Idiotic
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Thu 26 Sep , 2013 2:16 pm
by bOnO
I have played to the map and imo there would be some improvements to do: (the map is on the server)
- Fix the death bug: when you die, you're trapped as a ghost and you have to suicide yourself again to be able to respawn
- Remove the invisible walls: It's frustrating to have a flying bender potentially able to go anywhere on the map and being blocked by some random walls. Or make them visible (maybe like the blue walls of IndustrialRace?)
- Add some holes here and there to fly to avoid them

Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Thu 26 Sep , 2013 2:27 pm
by iRobot
Probably make the walls opaque/solid, improves performance for people with weaker PC if you antiportal plus it makes it very clear you can't fly there

Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Thu 26 Sep , 2013 8:19 pm
by Earl_Vencar.:LLS:.
Of greater concern is that most of the objectives only respond to one team, damn. I guess I need to replace all the objectives.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Thu 26 Sep , 2013 8:52 pm
by iZumo
Oh, yup - that's necessary. I've supposed you've read the proper way to do it here:
http://www.ldg-gaming.eu/viewtopic.php?f=6&t=850 (about objectives, vehicle factories etc.)
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Thu 26 Sep , 2013 10:00 pm
by Earl_Vencar.:LLS:.
Don't worry, I did read the proper way of doing things beforehand. I just didn't replace the majority of the objectives!
But it's all fixed:
http://www.mediafire.com/?h755zldtvbvi9o4
I've also deleted the majority of the blocking volumes, except the ones around the final objective. As Bono said, they are frustrating and the number of objectives means that 'glitching' isn't really worthwhile. It should also stop the 'suicide' problem as the blocking volumes caused this.
Hopefully now both teams can get the objectives ...
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 06 Oct , 2013 11:09 am
by Earl_Vencar.:LLS:.
Version 3:
http://www.mediafire.com/?43tvnogrovhb2v4
Alterations:
* All blocking volumes have been deleted
* The number of objectives has been shortened, with more clarification on whether a vehicle is required to complete or not. The ability to teleport back to base once an objective has been completed has also been disabled (bar once).
* The 'crazy maze' and some other static meshes have been deleted (some have been left for 'decorative purposes'). - that bloody crazy maze took a chunk of the map wth it though, so that had to be rebuilt
* And to appease Izumo, I added some music
One thing I couldn't alter was the 'killing zone' - it wouldn't budge, and I haven't a clue why.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 06 Oct , 2013 2:38 pm
by Azarael
KillZ in Level Properties. Marked by a red line in orthographic side / front views.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 06 Oct , 2013 3:39 pm
by Earl_Vencar.:LLS:.
Azarael wrote:KillZ in Level Properties. Marked by a red line in orthographic side / front views.
Thank you!
Well, it seems to be completely bugged out. Changing the values doesn't do anything, and nor does changing the KillZ type: even on 'none' you still die (strangely enough, you end up dieing twice). Changing it isn't essential, but it lies just beneath the lowest pathway.
Re: AS- 666(Ultra)LevelerRace)o(PreFinal
Posted: Sun 06 Oct , 2013 3:53 pm
by Azarael
The red line moves instantly if the KillZ is changed.