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Thread: Bad Maps for Bad Games

  1. #21
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Bad Maps for Bad Games

    Until said answer magically appears, you could get away with strategically placed death triggers for the time being; if you think about it, so many people are able to skirt the physics in CE and jump from the top of the island to the bottom with little to no damage.
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  2. #22

    Re: Bad Maps for Bad Games

    Hell, I was a pro at descending Yoyorast Island back in the day - I could get from Top Sniper to Sea Level in no time flat, taking any route I pleased, preforming slide jumps, wide-angle launches, skid landings, and just straight falling (taking red-bar damage on impact), consequences be damned. The only areas that would actually cause issues are directly under the upper spawns (not the lower ones, mind you, since an important impact-damage fall, which allowed players another path to assault the inside FRG, exists just under red side), and under the Mongoose Tower.

    Also, on a completely different note, take out the secret room, but leave the sender node in (maybe just put it at the base of where the invisible ladder originally was), and just have it immediately teleport you to the top of the Mongoose Tower - that path was actually quite pivotal in ousting snipers and taking the tower.

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  3. #23
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    Re: Bad Maps for Bad Games

    Lighting this map takes forever. But I'm tweaking the lighting to make it look Purrrrfect so I have to.
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    Re: Bad Maps for Bad Games

    I added lighting and made a nice light shader. It contains ridiculous amounts of BLOOOOOOOOOOOOOOOOOOOOOOOOOM.

    Also fixed one of the jumps that wasn't working.

    I'm also working on increasing the overall light quality of the map. It was kind of gross in the first version.
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  5. #25
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    Re: Bad Maps for Bad Games

    Quote Originally Posted by Sever View Post
    Hell, I was a pro at descending Yoyorast Island back in the day - I could get from Top Sniper to Sea Level in no time flat, taking any route I pleased, preforming slide jumps, wide-angle launches, skid landings, and just straight falling (taking red-bar damage on impact), consequences be damned. The only areas that would actually cause issues are directly under the upper spawns (not the lower ones, mind you, since an important impact-damage fall, which allowed players another path to assault the inside FRG, exists just under red side), and under the Mongoose Tower.

    Also, on a completely different note, take out the secret room, but leave the sender node in (maybe just put it at the base of where the invisible ladder originally was), and just have it immediately teleport you to the top of the Mongoose Tower - that path was actually quite pivotal in ousting snipers and taking the tower.
    Lol triple post. But IDC. I already removed the secret room because it's a game play killer. I think instead of leaving the teleport I'll just make the flag base teleports end up on top of the ATV tower.

    Also the ATV tower now has a civi-warthog instead of a goose.

    edit-

    Expect updates tommarow. After 10 hour lightmaps complete :3. Why the fuck is h2tool.exe not multi-threaded and 64bit?
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  6. #26

    Re: Bad Maps for Bad Games

    No, you need three ways to assault the Mongoose Tower. Two just won't cut it at all, and it's imperative that the Flag Base teleporters send you to the interior - it puts you right behind anyone camping in the tower, and thus creates an interesting encounter scenario. Putting it on top would require for the exit to sit flat on the roof, and thus in front of where those who camp on top normally sit and above anyone inside the tower, breaking the encounter scenario entirely.

    Also, hit me up for weapon and ammo location suggestions.

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  7. #27
    Kid in the Hall Kornman00's Avatar
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    Re: Bad Maps for Bad Games

    I don't want to spill the beans just yet. Stuff is being tested though

    Hope you don't mind an extra 8MB (for example) added to your map...or 20% longer build times (rough estimate)

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  8. #28

    Re: Bad Maps for Bad Games

    i remember i ported yoyo v1 for this game... never released it tho.
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    Re: Bad Maps for Bad Games

    Quote Originally Posted by StankBacon View Post
    i remember i ported yoyo v1 for this game... never released it tho.
    How did you get your lighting to work. Took me ages to get it right.
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    Re: Bad Maps for Bad Games

    I need a water shader. No matter what I do vindication_water just crashes.
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