Karlthegreat wrote (View Post): |
Had a second go at it.
A few things I've observed:
- You can snipe the SpaceMercenaries from your starting point. Might be a good idea to block that. They also tend to be happy to see you and fall down all the way.
- The bottom area is not a kill zone, it doesn't kill monsters falling down on impact or at least over time. Otherwise perfect clear will not be possible.
- I got the def relic, managed to fall all the way down and didn't die, likely because I hit a building when almost at the bottom. Couldn't reproduce it though. Another reason why that place should be a kill zone.
Me sitting at the bottom.
- The fish in the final area jumps up and up and then hops around on the water instead of dropping back into it. |
THUNDERBOLT wrote (View Post): |
Karlthegreat wrote (View Post): | Had a second go at it.
A few things I've observed:
- You can snipe the SpaceMercenaries from your starting point. Might be a good idea to block that. They also tend to be happy to see you and fall down all the way.
- The bottom area is not a kill zone, it doesn't kill monsters falling down on impact or at least over time. Otherwise perfect clear will not be possible.
- I got the def relic, managed to fall all the way down and didn't die, likely because I hit a building when almost at the bottom. Couldn't reproduce it though. Another reason why that place should be a kill zone.
Me sitting at the bottom.
- The fish in the final area jumps up and up and then hops around on the water instead of dropping back into it. |
The important thing is that your creator likes it, and your comment is late, cuz you have Loser Team jajaajjaja |
THUNDERBOLT wrote (View Post): |
Well first, just say that the only version that interests me is the last one. |
THUNDERBOLT wrote (View Post): |
(At no time do I wait for the comments of other players, since being the one who made the map, I am directly responsible for looking for their mistakes) I appreciate every comment, but I do not depend on them. |
THUNDERBOLT wrote (View Post): |
The problem of the monsters that disappear after a brush is exclusively online, this does not happen offline, so I'm not going to worry much. |
Quote: |
MaskedTextureHack - [True/False]
Enabling this option can prevent rendering problems with masked textures when the same texture is applied to different polygons that do not have the masked attribute set consistently across all of them. Likely examples of masked texture problems are rendering errors with solid colored boxes around railings and trees that can often times be fixed with the flush command. There is some risk to using this option, which is why it's called a hack option. It's likely to be very safe, but not completely safe. Implementing it the completely safe way is a lot of extra work, so it uses the simple solution. If it does happen to fail, there will be some completely incorrect textures on some objects. |
Quote: |
This release contains a fix for the annoying black squares that people sometimes encountered. Like the skyboxes i forced the planetsmoons to be masked at all time by adding an Alpha channel to the textures. Theoretically if the texture is being used as last texture in a skybox it could punch a hole to the universe and create a monster of a HOM. But i never heard this happen with the skybox textures, while they really pose a risk on that. Since it was succesfull on those textures, than its unlikelly this will happen on these. I doubt a mapper ever will add them as last texture in a skybox. |