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And another one - ATAK
Posted: Tue May 15, 2007 5:49 pm
by wacko
Posted: Tue May 15, 2007 7:09 pm
by ViPER
I will check it out - but i don't even need to see screenshots to know maps by Wacko = excellence = fun. We love all your little treasures at TWL.
Thanks Wacko
Posted: Tue May 15, 2007 8:14 pm
by ViPER
Awesome map Wacko - Is the star suppose to hide under some of the roof tops? If not i would suggest star_z = 750
cool idea.

Posted: Tue May 15, 2007 8:24 pm
by wacko
Viper wrote:Awesome map Wacko - Is the star suppose to hide under some of the roof tops? If not i would suggest star_z = 750
darn, a typo. it was supposed to be 840 instead of 480

I already wondered why it does look standing so low
thanks m8!
ps: online version is updated

Posted: Tue May 15, 2007 9:21 pm
by jv_map
That looks like a very good dm map
Great work

Posted: Tue May 15, 2007 10:50 pm
by PKM
great map wacko. atmosphere/lighting is beautiful. structure is great. play area wonderful. including the .map file was a great idea, this is a perfect map to study if you're new or even experienced in mapping for all the above .
Posted: Wed May 16, 2007 10:46 am
by wacko
thank you for all your friendly words
(although I was hoping to get info on how to improve it

)
What about fps? I test on AMD4800+/2GB/GForce7900, so it's hard for MOH to get into trouble in any case.
That little stars (1 per player) seem to have quite an impact; maybe they should be dropped, if their benefit in gameplay wasn't that big
Already changed some bits:
- the skylights got windows
- (tried to) fix some of the lighting bugs in the staircases
- rebuilt the bridge
I will playtest it tonight and pretty soon, u will either see a official release or find it in the recycling bin (rather both

)
cu wacko

Posted: Wed May 16, 2007 11:45 am
by Imagination
Looks great congrats, shame I cant play it or map at the moment...might be vista or dodgy copy of moh
Once again looks good to me.
Seere/Imagination.
Posted: Wed May 16, 2007 7:19 pm
by ViPER
Wacko - i like the star idea - maybe a cvar switch so it can be turned off if theres more than a few people. Or tuned on when there is just a few. either way would be good.
Seere why do you keep changing your name? lol
Posted: Wed May 16, 2007 10:43 pm
by wacko
Viper wrote:Wacko - i like the star idea - maybe a cvar switch so it can be turned off if theres more than a few people. Or tuned on when there is just a few. either way would be good.
Ya, that will be the best solution.
That playtest tonite uncovered the fact that these stars didn't work at all. Probably because I "finetuned" the script in the afternoon, but maybe it never worked at all without another pk3 in main (dm_sub).
Anyway, I uploaded a new version where there ought to be no problems. Sorry for this inconvenience, but that's what wip maps are for, aren't they
On the other hand, this map is so small that u won't dare to look up into the sky searchin for little stars - loads of bullets will find YOU if u did

Posted: Thu May 17, 2007 3:56 am
by ViPER
I saw stars just fine - but i have dm_subs pk3 hehe.
Posted: Thu May 17, 2007 11:45 am
by wacko
the very best tho would be to extract the stars-stuff into a seperate pk3: Handling would be easier and I could use it in any map
But there, I'd need to set the height individually.
So, my Qs are: Is the maps height identifiable via script? How would I start the script?
Posted: Tue May 22, 2007 8:48 pm
by Kalti
Me likes it

Posted: Tue May 22, 2007 9:14 pm
by ViPER
wacko wrote:So, my Qs are: Is the maps height identifiable via script? How would I start the script?
You would need to set each map individually, you could use a switch statement.
Posted: Thu May 31, 2007 7:25 pm
by ViPER
Is this still WIP?