map: Dust Storm (ver C)
yeah i purposefully didn't put any pickups in the hideouts cuz i wanted ppl to HAVE to leave to fix up. what i forgot was that those double duty as path nodes . . . so if say a Smith (that actually fits in there) saw you in a window, he can't find a path to you via the pickups.
i guess i'll add a couple paths into the hideouts.
I've modified the lighting (too bright) and a couple of architectural bits (baddie path blockers), so i'll change that and re-up . . . with my own version number (=
edit: http://www.monsto.com/DM-DustStorm_c.rar (7mb)
i guess i'll add a couple paths into the hideouts.
I've modified the lighting (too bright) and a couple of architectural bits (baddie path blockers), so i'll change that and re-up . . . with my own version number (=
edit: http://www.monsto.com/DM-DustStorm_c.rar (7mb)
Last edited by monsTo on Sun Jan 07, 2007 1:07 am, edited 1 time in total.
i'M MAKing a last 2nd change to it... don't up it yet )=
new ver edit: http://www.monsto.com/DM-DustStorm_c.rar (7mb)
this is the last afaic unless there's bugs. no more tweakage... so you can call it "duststorm" on server if you'd like.
edit: oh wait... if there's bugs the name will be fuckedup . . . nevermind that part.
new ver edit: http://www.monsto.com/DM-DustStorm_c.rar (7mb)
this is the last afaic unless there's bugs. no more tweakage... so you can call it "duststorm" on server if you'd like.
edit: oh wait... if there's bugs the name will be fuckedup . . . nevermind that part.
Hello Monsto. I looked at the map in the editor. I saw the bot pathing you added, however when I did a show pathnodes, none of the pathing was connected. In order to save time, make sure you do a "build all". Any lighting changes will fully come into effect as well as pathing etc. I did a rebuild all and the lighting is alot darker now, maybe more than you had intended. However the bot pathing is now showing the connections among that paths as it should. Just a FYI I learned along the way.
Thanks for your efforts. I really appreciate it as well as everyone else who plays the maps you worked on. Your doing a good job!
Wraith
Thanks for your efforts. I really appreciate it as well as everyone else who plays the maps you worked on. Your doing a good job!
Wraith
i wanted the lighting to be a 'late afternoon' look. so yeah it's a HUGE difference. the problem before was that i did the sunlight in a different smaller test map (so i could compile willy nilly) but then in the main map the zone lights were all a bunch of different values. . . and on top of that, i used -nogamma on the commandline so it wouldn't switch to game gamma when starting the editor. -nogamma is what overpumped the gamma during the compile. i removed that option and the lighting went back to a normal level.
when i did the pathing, it was after i'd done everything else to version B. so i shouldn't have needed to build all, i just rebuilt the paths. . . no tellin why it didn't see it.
anyway, thanks for putting it up. on to newer projs.
when i did the pathing, it was after i'd done everything else to version B. so i shouldn't have needed to build all, i just rebuilt the paths. . . no tellin why it didn't see it.
anyway, thanks for putting it up. on to newer projs.
played the completed version earlier with abotu 16 i believe.
AFA invasion is concerned, believe it's better than the original version, but it starts very slow slow. there's basically 3 different areas (deemer courtyard, shok courtyard, flak ramp courtyard) that are all pretty good sized and really too far apart. Early waves, it's hard to find something to fight. middle waves the baddies are pretty much all over. starting about wave 10, you can't miss the action, and baddies will gravitate towards wherever the players decide to hole up, which winds up being the shok courtyard, cuz there's lots of goodies in the area, and 3 separate places to camp right there together.
anyway, it's not BAD, imo, but it's not as good as it could be. no matter, it's on to the next one. I think you can call it done. label it DM-{DW}DustStorm' if you'd like.
AFA invasion is concerned, believe it's better than the original version, but it starts very slow slow. there's basically 3 different areas (deemer courtyard, shok courtyard, flak ramp courtyard) that are all pretty good sized and really too far apart. Early waves, it's hard to find something to fight. middle waves the baddies are pretty much all over. starting about wave 10, you can't miss the action, and baddies will gravitate towards wherever the players decide to hole up, which winds up being the shok courtyard, cuz there's lots of goodies in the area, and 3 separate places to camp right there together.
anyway, it's not BAD, imo, but it's not as good as it could be. no matter, it's on to the next one. I think you can call it done. label it DM-{DW}DustStorm' if you'd like.