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Game world and mapmaking[message #127113] Sun, 04 June 2006 08:13 Go to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
This is mainly a topic for the mapmaker sand those that are generally intersted in maps layout and gameworld design

i am currently revising certain tilesets so for the map designers it is advised not to use generic 2 tileset, cambria hospital adn military town tileset for the moment

another update could affect the sam sites tileset

the reason i chose to update this tilesets rather than making new ones is simplicity, plus i don`t actually overwrite, i just get rid of redundant tiles, like drum_01 or furn_06 that appear more than once

so later on i will send the updated tileset to the mapmakers.

i should also make a list of which maps are definitly ready the way they currently are and which need replacements. there is much left over from ja2 vengeance that could be replaced or not...

i`ll see where it appears most sensible and urgent to make new maps.

plus we can discuss about new tileset additions here. Like the vietnam SOG ones that were mentioned before.

Plus it would be cool to have tilesets resembling arabic climate and architecture (for the south of our map) but this is probably elusive. What could be done is assembling desert tiles plus white walls and such as first step, then wirefence and maybe gastuf elemts from estoni/ demo tilesets
Re: Game world and mapmaking[message #127114] Sun, 04 June 2006 19:36 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
That military town set has the poorest selection I've seen so far(especially on furniture and such)-spartan,but perhaps too much so.

I thought you already made those "arabic" arrangements when I've seen those Kremlin-style(Russian church) roofs in a screenshot you posted.

A brief tutorial on how to use the TileSetEditor would be much appreciated.
PS:you have mail.

Re: Game world and mapmaking[message #127115] Mon, 05 June 2006 02:22 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
I've finished my rework of the B13, using the beta-editor and Queen's airport tile set that comes with the UC package. Tested out fine. The UC suite posted by bearpit last March continually gave outdated file error; seemed to be related to the items and not the map or tileset.
Re: Game world and mapmaking[message #127116] Mon, 05 June 2006 02:45 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
@Azazel

the TileSetEditor allows mainly one thing: bringing new graphics to the maps.

ja2 maps are organised in tileses. To save memory time and map loading space, most tilesets use a very small portion of the actual graphics and get "filled up" from generic tileset 1 for the rest. There, ja2tse comes in handy, because it allows to add new graphics where the original tileset would load from generic 1

All this data is stored in ja2/data/binarydata/ja2set.dat

many tiles (chekc for instance drum_01.sti or furn_06.sti) appear twice or even three times in the same tilesets where you`d need it only once!

ja2tse allows to add new entries in the tileset instead of using the ones from generic 1 !

how to use:
i guess it is the easiest way to install ja2tse in the folder where your mod is, or, your ja2set.dat (binarydata folder)

open ja2set.dat and look for the tileset you want to edit. For instance today i edited tileset 10 generic 2. generic 2 draws the same tiles from generic 1 twice or even three times.

instead of furn_06.sti i added a file called G2_gens.sti to the generic furniture section.

then i placed these files in the cooresponding tileset folder

ja2/data/tilesets/10/g2_gens.sti and g2_gens.jsd

now in case some maps ave been affected by that change, i will have to redo them partially.

you can also to much bigger thinsg using ja2tse

for instance certain tilesets are nearly obsolete when you use a similar one for the onnly maps that use the tileset

estoni and demo tileset, farm1 and farm 2, coastal and queens prison, swamp 1 and swamp 2 baretrees are like that

like this you would create space for a whole new tileset. Thaks to snap`s coding, in ja2 1.13 we can simply add them. However: that is more complicated to work with and needs every single files to be installed.

@Durty Dan

yes, the UC items have been hacked into the UC editor version. But for the rest it worked fine?

i can do npc and item placements (there will be quest interactioin in this sector)
i hope you don`t mind if certain graphics will be changed in that one tileset later on? Like signs and switches and stuff.

you haev my mail, can send it to me.

i also had a look at most current issue maps and we have plenty that can be overwritten. So new assignements can be just around the corner Wink
Re: Game world and mapmaking[message #127117] Mon, 05 June 2006 03:06 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Scorpion- you've got mail. :luckystrike:
Re: Game world and mapmaking[message #127118] Mon, 05 June 2006 06:57 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
got maps from both of you

i updated generic 2 tileset, has now more interesting stuff

@durty Dan:

sorry i was referring to a different tileset. Do you mind if i change the tileset?

The layout looks like a tough fight Wink

can you tell me more about items that appear ingame but not in editor view? whatever happened to the helicopter? i think we need the helicopter placed in it`s original place. Because waldo`s script checks if the helicopter is there and intact. do you have a backup version where it`s still there?

*edit*

custom tileset 06 from UC for instance would be a good candidate for a more civilian themed airport

weather here has been miserable for the whole "what-they-call-summer" here thus far so same feeling here. Thx for the SOG tiles. The new ones were mainly the artillery piece and the medic heli. I think we can use the medic heli for cambria hospital tileset and the artillery peice for a custom military themed tileset if we`re up to it...

@Azazel

i think the layout of the maps connects nicely. Sad there is no town there :g:

i will mess around with some detail, plus in d2 there is an issue with a hardcoded tile that i will have to resolve...

in SAM sites, a certain tileset number appear without being placed in the map files so i guess after testing i can adjust the map for that (or did you already?)

no i haven`t designed any arabic tilesets, i guess i would have to use one with many bright walls, maybe a custom high roof and some industrial stuff (or luxury, like palace tileset)
Re: Game world and mapmaking[message #127119] Mon, 05 June 2006 08:00 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
@ scorpion- the tileset (queen's airport) I used in the b13 map does not seem to have the helicopter parts in it. That also explained the weird things appearing on the helicopter pad in game and not in the editor, I believe. Guess I'll have to redo it using another one.

*edit*
Also, I seem to have found another problem I was having with unpacking the map files from maps.slf and using in the ja2beta.exe editor. I was using SLF explore to do it, and the extracted map file doesn't show the helicopter, even when unmodified. When opening Azazel's maps in the editor, it shows the helicopter. :animread:
Re: Game world and mapmaking[message #127120] Mon, 05 June 2006 08:50 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
Quote:
Originally posted by DurtyDan:
@ scorpion- the tileset (queen's airport) I used in the b13 map does not seem to have the helicopter parts in it. That also explained the weird things appearing on the helicopter pad in game and not in the editor, I believe. Guess I'll have to redo it using another one.

*edit*
Also, I seem to have found another problem I was having with unpacking the map files from maps.slf and using in the ja2beta.exe editor. I was using SLF explore to do it, and the extracted map file doesn't show the helicopter, even when unmodified. When opening Azazel's maps in the editor, it shows the helicopter. :animread:
yes i think the best way is to keep the default helicopter since it appears to be a special tile as it is used for a script. You may try to destroy the heli (or damage)in the game and talk to waldo then. according to his script, he should fix it for you if it is damaged but not if it is destroyed (and ask money)

you don`t need to extract the maps at all. The betaeditor loads them from the slf. you make a change, save it and it is in the maps folder then

for instance you open the beateditor, select open file, j9.dat (tixa) make a change, save it as j9 and you`ll have the new file in your maps directory

given that you use the editor in the same directory as the game and all these things

best way of using custom tilesets? what were the problems? For working with the enlarged tileset selction we do for RR it makes sense to work with more than one installs of the beateditor

say, one that uses UC tilesets and one that uses the ones i sent and will send to you

you can also decide to work with UC tilesets primilarily. In that case i`d need to inform you about which ones ja2 rr supports

i`m sorry for assigning the b13 map to you as the first map. With the hardcoded heli stuff and all. We`ll find better maps for you to do, if you still want. From what i saw you like military-themed maps like army bases or weapon stashes and such? is that correct? Wink

there`ll be enough maps like that for us to do Wink
Re: Game world and mapmaking[message #127121] Mon, 05 June 2006 11:14 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Quote:
i`m sorry for assigning the b13 map to you as the first map. With the hardcoded heli stuff and all. We`ll find better maps for you to do, if you still want. From what i saw you like military-themed maps like army bases or weapon stashes and such? is that correct? Wink

there`ll be enough maps like that for us to do Wink
Not a problem. This stuff isn't rocket science, and I can learn. I can do any kind of map that is needed, I just thought I would spruce that one up. Razz

I think I'll play around and figure out the tilesets thing with my various installs for now, but am ready for more when ready.
Re: Game world and mapmaking[message #127122] Mon, 05 June 2006 17:02 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
Watch out,I didn't adjust that D2.I think if you try to play it you can't enter your mercs on the edges...
C1 could use some more details on the docks too.

Re: Game world and mapmaking[message #127123] Tue, 06 June 2006 00:40 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
@Durty dan

there will be quite a portion of trial and error included in our work. It is always a bit like that.

i`m very deep into work but i had some ideas about military installations custom tileset. This is gonna be cool if it works, believe me.

what you can do already is creating a basic map layout for a roadblock in g3. G3 is a strategically important sector and i want a hard fight for the player. I think you can do the basic map layout in one of the military themed tilesets that i sent. I hope we can switch it to a custom set later on.
from tomorrow i`ll have more time to work on that

@Az

i might add more tiles to the military base and town tilesets for adding detail to your maps. Like more objects or vehicles

plus, did you know about room numbers? if you want the roofs to load you need to place them Smile

maybe i`ll have the tilesets a wee bit more versatile by the time your "break" is over Wink
Re: Game world and mapmaking[message #127124] Tue, 06 June 2006 16:08 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
@ scorpion, G3 request is ready to go. :ok: Once a final tileset is ready, I'll be happy to tweak it. I didn't want to get too carried away with the object placement yet.

I finally got the editor to work, mostly. I still can't get it to properly extract the maps.xlf file. :confused:

I was having many crashes, (Azazel described in another post), when saving, clicking the items or merc tabs, or just setting there. The only version of the editor I have been able to get running is the UC suite provided by Bearpit. I could only get it to work with a UC installation, not patched over any others. Items and saves are finally going OK.

As for tile production, I am not the one to ask. I have no graphics experience (I'm a mechanical systems engineer in RL). But, I have as many suggestions as you want. I have browsed all the tiles you sent, and they represent an inpressive amount of work. :shake:
Re: Game world and mapmaking[message #127125] Wed, 07 June 2006 00:48 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
so that means you can`t get the custom tilesets to work?

in that case, you`d have to stick with UC ones. particuliarly the custom tilesets i use them with only slight modifications, those sets unedited in UC are not so useful becasue i edited most of them for me

the custom tileset "fortress" is getting shape nicely. It will be a lot of fun and intended for heavy defense. but the question now is can you get custom sets to work?
Re: Game world and mapmaking[message #127126] Wed, 07 June 2006 14:08 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Quote:
so that means you can`t get the custom tilesets to work?
Your custom sets are working, and looking good. I replaced the UC set with yours and the corresponding ja2set file. I just have to use a JA2UC install to do the editing, so items placing may be a problem, when the time comes.
Re: Game world and mapmaking[message #127127] Wed, 07 June 2006 19:44 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
very good. in that case, i sent you the updated tilesets, 10, 26 and 27

27 offers the most for a military installation or roadblock
Re: Game world and mapmaking[message #127128] Wed, 07 June 2006 23:24 Go to previous messageGo to next message
Bearpit

 
Messages:1079
Registered:August 2001
Location: Sydney Australia.
The helicopter appearing in B13 and Estoni is similar to the cars.

Unlike a tileset gameworld object the helo is independent & only present on the ground when the actual vehicle is in sector.

So dont go placing a tileset object in the way ... the landing pad area should be clear.
Re: Game world and mapmaking[message #127129] Thu, 08 June 2006 05:15 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
@DurtyDan
If you want a WORKING and STABLE map editor(items and all) visit www.ja2mods.de and download it.
It's listed as JA2_BETA_0.95DE.
Zip is 2,58 megs.
I think that's the one Scorp uses too.I tried to mail it to you, but it didn't work.
Got no crash from it so far.
No need to thank me.
Have fun!

Re: Game world and mapmaking[message #127130] Thu, 08 June 2006 15:25 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
[QUOTE] If you want a WORKING and STABLE map editor(items and all) visit www.ja2mods.de [/QUOTE ]
*edit*
I got it working tonite. Have to give it a try.
Re: Game world and mapmaking[message #127131] Thu, 08 June 2006 18:34 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
@bearpit

i do see a heli in editor view in b13 though...
Re: Game world and mapmaking[message #127132] Sun, 11 June 2006 09:02 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
@durty dan

i saw your maps, personal feedback will come your way through mail within the next days

what i can tell here is that you can`t use any sort of trigger action on the ground because the 1.13 AI will make a suicide rush through the mines ;-(

i tried to tell them. I really did ;-((

also, i will have to remove some claxon sounds (i want to spare this special sound files for extra effects) and flare mines. If you cover the whole side of a compound with flar emines triggered by trigger or panic trigger, this will be a huge advantage for a player if attacking at daytime

you can use normal sector lighting for such things because a long chain of flare mines takes long to load (players sees a very long endless clock)

plus this allows to specifically set the lights at night (lighting at daytime is an advantage for the one standing in the lght)

again, more feedback in the mail. I liked the g3 and e8 designs a lot, these i am certain we can use, for a8 and b8 i`m currently using some maps maybe from UC... i will have to see about them

looking forward to the other files. Don`t be discouraged by my critizism. I forgot to inform you about the 1.13 AI and their problems with mines and triggers

sorry
Re: Game world and mapmaking[message #127133] Sun, 11 June 2006 10:09 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Quote:
the 1.13 AI will make a suicide rush through the mines ;-(
Is the mine lethality to the enemy new to 1.13? I seem to remember setting elaborate traps with v1.06 at the meduna samsite, only to have the AI counter-attack come right through the minefield. The only way I could ambush them was to have remote detonators with sympathetic exposions from the mines.
Re: Game world and mapmaking[message #127134] Sun, 11 June 2006 19:34 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
yes, it is new to 1.13 version i don`t know what and apparently won`t be fixed in the upcoming release in spite of my permenent miauling

for us mapmakers this means to clean all maps from traps/ mines on the ground ;-(

trigger action is still okay though, as long as the trigger is not on the ground
Re: Game world and mapmaking[message #127135] Mon, 12 June 2006 00:33 Go to previous messageGo to next message
Bearpit

 
Messages:1079
Registered:August 2001
Location: Sydney Australia.
Scorpion.

Quote:
If you cover the whole side of a compound with flar emines triggered by trigger or panic trigger, this will be a huge advantage for a player if attacking at daytime
Around 30 flares is the maximum for a trigger.
I think you could only expect about 40 in total per map to work using panic triggers.
After a certain number the remainder simply dont light up.
There seems to be an absolute limit of about 60 lights a map.
You can test it out by creating an arc or perimiter & see how many eventually illuminate and disadvantage with flares is their low intensity light level of about 6 or 7.
Re: Game world and mapmaking[message #127136] Fri, 16 June 2006 20:38 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
thx for the info bearpit

imo it`s better to work with prime or night lighting than panic trigger and flares

if it was possible to select if triggers exist at daytime/ night time (like a shedule mode for triggers)then the flare mines could be used much more effectively

and off course toggle lights on/ off, or animate them Wink
Re: Game world and mapmaking[message #127137] Tue, 20 June 2006 02:50 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
azazel, i sent you an updated coastal 1 tileset so you can use that one for ports and coasts

@durty dan, azazel

i made some adjustments to your maps and started testing them in the actual game. Some feedback: i prefer the enemies to be a bit away from the map edge so that the turn based combat doesn`t start immediately. Leaves more time and space for tactics

also i try to have minimal cover for, say, 3 third of the enemies so if you send them on a patrol route, maybe have the waypoints behind trees or close to some rocks or such rather then on open ground.

a stationary enemy in the middle of a flashlight is too much of a sitting duck so i changed that one too

real ingame combat will then tell me if i have to revert these changes or not, but that take some time plus we`re still in the making of maps.

BTW Has anyone of you had success altering cliffs? i mean those hills like in mining sectors and such without awkward glitches?
Re: Game world and mapmaking[message #127138] Tue, 20 June 2006 03:48 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
I've just checked my mail.

No, had no luck with cliffs.
Even trying to modify existing ones (like for example putting a mine entrance-door) results in something undiscribeable, as if a hole/precipice with that part of the map opens.

I had not been really lucky with placing exit or teleport points(exitgrids)either, except for the UBeditor.

Re: Game world and mapmaking[message #127139] Tue, 20 June 2006 04:34 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Quote:
BTW Has anyone of you had success altering cliffs? i mean those hills like in mining sectors and such without awkward glitches?
Nope, not I. For my maps that used the hills, I worked from a suitable default map that matched what I needed. Roads have even given me problems with the editor too.
Re: Game world and mapmaking[message #127140] Tue, 20 June 2006 18:25 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
okay, neither have i, i get the same glitch as Az described

teleports: these are especially un-intuitive. Because you have to first enter the map and the coordinates that you want to teleport to

then save the map

only then placing the teleport grid itself, then save again Wink

otherwise all your teleports will lead to a1, gridno 0

for roads, they have to be place each tile after the other and they shouldn`t overlap otherwise you`ll get an error message. If it overlaps, delete a section of the road and place new tiles

i asked about cliffs because i wanted to do a cool map with them but i guess i`ll have to skip that one or do it differently

thx guys

i think we can have new assignements soon. Az, you can help me do the coast around grumm, i`ll send some sectors that i already designed, you would have the unfortunate taks of joining them together Wink
very important sector would be i3, a lot of combat happening there

Dan, you could redesign the maps around custom made g12 map, like e12, f12, g11, maybe g10 too i think i`m using vengeance stuff there that is only a slight edit of the default maps so there we can still do a lot. i`ll write some messages to both of you with more details, plus Dan you`ll get the updated tilesets too
Re: Game world and mapmaking[message #127141] Tue, 20 June 2006 23:17 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
so. i guess you both should have updated tilesets now plus i sent some requests

i`ll try to get another new tileset together but that`s going to take some time
Re: Game world and mapmaking[message #127142] Sun, 25 June 2006 04:47 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
@durty dan

got your latest maps and had a look at them, they`re cool and pretty nice on the spot what i was asking Wink

new tilesets are advanced now, however there`s still a stain in it and i might have to switch some things to get it to work properly
Re: Game world and mapmaking[message #127143] Thu, 29 June 2006 09:40 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
@durty dan

my email provider sucked once again so i post that here:

nice maps, i did some updates to the grumm g2 h2 tilesets and reworked your map in that respect

i added items and placed missing room numbers and such

if you want a new assignement, you could redesign the e11 sector. It`s between e10 and e12 which you both designed anew. plus, e11_a is the weapon stash so you can have some fun there too. That sector has bloodcats

i ingame tested the first two complete maps in arab town and arab city tilesets and everything seems to work fine ingame. I can provide that as well and we can start working on the south part of our game world.
Re: Game world and mapmaking[message #127144] Mon, 10 July 2006 19:27 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
@Kaiden-HELP please

I'm using Scorp's custom tilesets,and the beta0.95de as a map editor-we're mapping for RR. Yet,in spite of having the same tool Scorp's editor can't load my maps.

Since switching to the custom tilesets the map editor that proved rock stable with original data keeps using the shit-thrower on me:

ASSERTION FAILURE
- line 6067 in F:\ja2\BUILD\Tactical\Handle UIc
(press ESC to EXIT)

Over and over again.
A study of case: I load the original O9 map(one of the few I have free,unedited) and start making a new map from scratch.
DELETE CURRENT MAP AND START NEW SURFACE MAP? YES.
I make the map, and save it.
When I try to (re)load it ERR-WRONG MOVE!: assertion failure-line 6067 in kokofifiLAND.
Yet map has no error!
And it plays and loads perfectly in the game...

Could you please take a look and tell us what line 6067 in F:\ja2\BUILD\Tactical\Handle UIc means?I bet it's the same crap Scorp's tool says when he tries to load my maps and make the necessary adjustments...

Re: Game world and mapmaking[message #127145] Mon, 10 July 2006 23:31 Go to previous messageGo to next message
Bearpit

 
Messages:1079
Registered:August 2001
Location: Sydney Australia.
Azazael.
If your using new custom tilesets it's important to check any maps your importing to the Beta Editor with an editor that can read them and:
Remove any items from map and characters especially those with attachments or combination items.
Please note that if there are NPCs in those maps you need to remove them as they may have items placed through the PRO EDIT utility which conflicts with your current mod.

What may have been valid attachments in one mod or standard JA2 is not necessarily so in what your working on now.

I found the only sure fire safe way to construct maps was to install the editor on a seperate machine having only the necessary support files for the mod your working on in place.
If you have bits n peices from other mods there it contaminates things.

Also make sure your using a compatible MSS32DLL file .... the one you play the game with & the one suitable for the editor are not the same.
Re: Game world and mapmaking[message #127146] Fri, 14 July 2006 04:16 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
@scorpion
"Ghost town" in your mailbox.

Re: Game world and mapmaking[message #127147] Fri, 14 July 2006 05:11 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
which adress? haven`t seen it yet..
Re: Game world and mapmaking[message #127148] Fri, 14 July 2006 06:27 Go to previous messageGo to next message
AZAZEL

 
Messages:750
Registered:February 2004
To your hotmail,from mine.Sending them again from my yahoo now.

Re: Game world and mapmaking[message #127149] Fri, 14 July 2006 07:19 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
okay. i got i now, thx. give me some time to have a look at it
Re: Game world and mapmaking[message #127150] Tue, 08 August 2006 05:27 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
guys, some of the new loadscreens are implemented in 800x600 now, i`ll have to do them for the higher res too

alternative endgame is ready and working except for the things left to the coders, and even if the coding don`t work out i can improvise with teleports
Re: Game world and mapmaking[message #127151] Wed, 16 August 2006 19:10 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
az

i was able to load and edit your map this time around. Some feedback: siren traps are bad. Too many locks and lights are bad. Copy-a buidling feature...

...well...

one of the major drawbacks of many mods is that they`re clsuttering every house with locks. A small mod, this can be funny, but in a large scale environment such as ours (and it doesn`t get more large sclae than that) it becomes soon rather dull. Oh, and siren souds are annoyng and dumben down the AI leading them ito light sources so there taboo.
Re: Game world and mapmaking[message #127152] Thu, 17 August 2006 20:59 Go to previous messageGo to previous message
AZAZEL

 
Messages:750
Registered:February 2004
Uff, how do I delete those anyway?
Another one of the editor's "very intuitive" rutines?Doesn't work "a la UB"...
Maps sent.
Can't load big attachements right now,too many people online- loadscreens later.

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