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Ozma777 USER: OZMA777
Dominating | Posted: zo dec 12, 2010 at 17:37 | |
| I liked what I played but I got stuck in the room with switch opening bouncer. Can't figure it out. Also last time I tried to play map. The map was loading .01 k a sec and in 10 minutes it was at 10% so I gave up. But sometimes that happens on i4games...you just come back later and it loads faster. F5ed you once and map looks great. Ill never cap tbh but am looking forward to getting better and better. |
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}ElitE{Mike` USER: DINOMITE
Godlike! | Posted: zo dec 12, 2010 at 12:57 | |
| its a great accomplishment for you as a mapper, a huuge map with tons to play. Unfortunately many parts kill you due to glitches or poor mover mapping. For instance I died like 4 times on that glass lift going down because of the lag or something. I also died on stupid places like a random mover that drops down, if you stand in the wrong parts of this map you seem to just die...utterlfy frustrating, but ill cap it today |
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BnT^ USER: BURNIT
Player | Posted: zo dec 12, 2010 at 10:43 | |
| Hey Pawel,
You made it for yourself a great challenge and perhaps went making this map a bit -too soon- if it was only your 2nd map.
The critics were hard, but they were all truth.
It's a good thing experienced mappers helped you along the way, in the end both the criticism and you learned a LOT from it.
I hope this brought you lots of new experience to keep on mapping!
P.S : Looks like a good map, will check it out soon completely!
BnT^ |
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p-a-w-e-l USER: P-A-W-E-L
Godlike! | Posted: zo dec 12, 2010 at 01:23 | |
| In v3 fixed ( ty Roel ) :
- Every major bug
- few target's radius are bigger
- some timings are easier
- healthpacks works & added more
- both teams capable
+ map works without lags now.
Well, now i know making complex maps causes bigger problems So in the result thanks to anyone who gave me mapping tips ( mainly Roel & Raylen ). Also special thanks to dzejdzej and owyeaw. Just wish me gl in my future maps. Thanks for all comments then About Technical Challenges, gl with cap, HF and don't write so harsh comments please It's my 2ND map tbh... |
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}ElitE{Bon USER: BONKET
Dominating | Posted: za dec 11, 2010 at 20:05 | |
| This is quite hard map. No average player can cap it really, you can die in every room and timings are still quite tight in few places (for an average player). I'd rate it 9-10 tbh, judging at which maps you have rated 9s and 10s on i4g . Also, It seems to be quite long for first cap. |
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OwYeaW USER: OWYEAW
Dominating | Posted: za dec 11, 2010 at 19:01 | |
| idd |
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normalname USER: NORMALNAME
Dominating | Posted: za dec 11, 2010 at 19:00 | |
| no redirect? slow download |
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| CTF-BT-TechnicalChallenges-v2 > CTF-BT-TechnicalChallenges-v3 |
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RoelerCoaster USER: MMI
i4Games Trustee | Posted: do dec 09, 2010 at 18:44 | |
| There will be another fix on it's way with some minor bug-fixes, does anyone might have found something major? |
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| CTF-BT-TechnicalChallenges > CTF-BT-TechnicalChallenges-v2 |
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fierd_3 USER: NIKO
Dominating | Posted: di dec 07, 2010 at 23:07 | |
| Makes sense. So it's an easy fix. I didn't know about that bGameRelevant property.
Thanks for the information! |
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RoelerCoaster USER: MMI
i4Games Trustee | Posted: di dec 07, 2010 at 23:05 | |
| I've fixed it, he's testing it at the moment if everything is ok |
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Bloeb USER: BLOEB
Rampage | Posted: di dec 07, 2010 at 23:04 | |
| Well, I assume the HealtPacks in SpaceCraft have the bGameRelevant-property set to 'true'. As I mentioned before, the default instagib-mutator destroys certain inventory-actors unless the bGameRelevant-property for those actors is set to 'true'. The BTInsta-mod however does not destroy inventory-actors (for obvious reasons). I've no idea what the i4g-insta-mutator does, but it makes sense to remain compatible with the default instagib-mutator. |
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ShaDiE USER: SHADIE
i4Games Trustee | Posted: di dec 07, 2010 at 23:02 | |
| p-a-w-e-l maybe you could give us some reaction on this one?  |
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fierd_3 USER: NIKO
Dominating | Posted: di dec 07, 2010 at 22:56 | |
| Bloeb: I've always used BTInsta so I wouldn't know. Afaik there are serverside settings for this type of thing too. i4Games instagib isn't UT's default instagib and CN said health packs work on SpaceCraft for example. |
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Bloeb USER: BLOEB
Rampage | Posted: di dec 07, 2010 at 22:56 | |
| I don't know, but it sounds plausible. There might be other reasons, like bad coding (I'm just taking a wild-guess here)  |
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RoelerCoaster USER: MMI
i4Games Trustee | Posted: di dec 07, 2010 at 22:34 | |
| Isn't it true that slow lifts are usually laggy becaue they are set glidebytime instead of movebytime. This because UT makes the client predict the next position of a moving object, but because with glidebytime the mover accalerates and decelrates something goes wrong? |
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Bloeb USER: BLOEB
Rampage | Posted: di dec 07, 2010 at 22:21 | |
| Raylen, long slow lifts are usually laggy. I don't think it has to do with translucent-surfaces (glass). Perhaps it's possible to adjust the networking-properties for the mover, but I've no experience with that.
Niko, the problem with the health-packs is twofold. First the choice of using instagib as default-mutator for BT. The instagib-mutator destroys certain inventory-actor such as healthpacks. Secondly the mapper didn't take this into account when he built the map. I don't see how i4games is causing problems. |
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}ElitE{Bon USER: BONKET
Dominating | Posted: di dec 07, 2010 at 16:02 | |
| nikoooooo, I did that, it bounced me correct distance . |
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RoelerCoaster USER: MMI
i4Games Trustee | Posted: di dec 07, 2010 at 08:39 | |
| I think I managed to fix the movers at the start and make the healthpacks work, I'm now changing some target radii and some movertimings. |
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