MH-MeltTown
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#19:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Fri Jan 21, 2011 8:42 pm
—
Its simply too much polys if viewed from top.
But on the ground its okay.
Is the strongmonster mutator for all maps on the servers ...?
#20:
Re: MH-MeltTown
Author:
Cyberia-Mix
,
Location: irc://irc.epiknet.org/2LO
Posted: Fri Jan 21, 2011 9:12 pm
—
LongCorridor maps are excluded.
And your map will be a pain to play with the framedrop from the polycount. Place some big walls block the view.
#21:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Fri Jan 21, 2011 9:31 pm
—
No - in the streets and buildings it runs smooth!
Also is it impossible to block with logical geometry just look at the screenshot ... .
#22:
Re: MH-MeltTown
Author:
Cyberia-Mix
,
Location: irc://irc.epiknet.org/2LO
Posted: Fri Jan 21, 2011 10:17 pm
—
Kaal979 wrote (
View Post
):
Also is it impossible to block with logical geometry just look at the screenshot ... .
As a general note, there's no such thing as "impossible". If the only solution to whatever issue in your map happens to be redoing half of it, you're going to apply your sense of priorities and redo it, or you forget your map.
#23:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Fri Jan 21, 2011 10:30 pm
—
Weird - because I actually cant wait to play it.
Maybe you have some megascale kitchen or bedroom maps in mind.
Well - they are big - thats correct but they only work because they dont reach
the poly(surfaces) count per viewfiels which is necessary for MH-MeltDown.
At least when if say flying is essential.
I experienced how my UT always crashes while the alienqueen
in MH-Godz but i was able to reenter and use the other rooms ... .
#24:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Sat Jan 22, 2011 12:21 am
—
The new
AirTiger:
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#25:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Mon Jan 24, 2011 8:36 pm
—
Final textures preview:
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#26:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Wed Jan 26, 2011 4:32 am
—
Who can help me with a liftexit problem?
Though blocking the lift like crazy after a time all bots reach the upper level.
Except on which blocked the liftexit point all the time!
Also when I order a single bot to follow its the same ... .
#27:
Re: MH-MeltTown
Author:
Cyberia-Mix
,
Location: irc://irc.epiknet.org/2LO
Posted: Wed Jan 26, 2011 5:42 am
—
Here's my solution: screw that no one uses bots in MH.
Last edited by Cyberia-Mix on Wed Jan 26, 2011 7:32 pm; edited 1 time in total
#28:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Wed Jan 26, 2011 2:23 pm
—
But bots are great - also in MP btw.
Imagine you come alone in MH+Bots servers and have no problems at all ... .
EDIT: The stuck bots but suck hardcore since the destination room
shall be filled with meanguys and if the lift cant go back down - merry Xmas ... .
#29:
Re: MH-MeltTown
Author:
Cyberia-Mix
,
Location: irc://irc.epiknet.org/2LO
Posted: Wed Jan 26, 2011 7:32 pm
—
This server used to have bots in the first years but no more.
Reasons are:
1) They suck big time in nearly every map.
2) When playing alone or in small teams you don't want the bots to mess up with YOUR game (though there are the challenge servers since).
#30:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Wed Jan 26, 2011 9:19 pm
—
Yeah - maybe right - imagine: the redeeming suddenly works!
Only colliding the box top crashes now ... .
#31:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Wed Jan 26, 2011 10:41 pm
—
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#32:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Thu Jan 27, 2011 3:08 pm
—
I imagined and balanced the designs of the new lord chars:
Slith - poison yellow-green
Brute - hulk like nude variant
SkTrooper - blue with gold eyes
Skaarj - lich gold like behemoth
Fisk - red with mask
GeneStealer - red skin/ black shield
Krall - the violet
Mercenary - wine red boss char
Baron - gray redish hellknight variant from doom64
Imp - nightmare whitelike with blue eyes
Insect - blueblack (?)
Spinner - b/w
#33:
Re: MH-MeltTown
Author:
Terraniux
,
Posted: Thu Jan 27, 2011 7:11 pm
—
Screens look interesting/nice , how long till beta version?
#34:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Thu Jan 27, 2011 7:30 pm
—
Maybe in two weeks!
Time used up now estimated 1 month (full time).
Im abit dissatisfied with the boss - because
he still gets stuck under chaingun fire ... .
EDIT: Well the collosion radius was indeed messed.
But under fire from the new sb chaingun (sr sound!) he cant do anything!
What a wimp ... .
EDIT: I replaced the subclassed firelord with a normal skaarjlord and changed after this.
This avoids the stupid stuckiness and maybe some more bugs ... .
Last edited by
DELETED
on Thu Feb 03, 2011 2:21 am; edited 1 time in total
#35:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Sun Jan 30, 2011 10:35 pm
—
Some new pawn skins.
Making is actually simple:
just collaging out the desired zones with a photo editor placing and colouring.
Then put a copy of the original about transparent it and youre done!
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EDIT: I btw found out that a placed pawn is better for changing
then subclassing what is somehow going to mess the abilities.
#36:
Re: MH-MeltTown
Author:
DELETED
,
Posted: Tue Feb 01, 2011 6:13 pm
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Yeehaw - skinning the pawns is so much easier - they dont increase the smallest pixel difference!
Now ill divide all in three groups (lords strong normal) which will have different sizes with different fatnesses as well.
The stronger monsters will guard the border areas for balancing out the easy path ... .
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