Page 2 of 4

Re: AS-Choco-Wars

Posted: Fri Feb 24, 2012 3:37 am
by DW_Apok@lypse
Ant, i will send you map tonight :swink: .

Re: AS-Choco-Wars

Posted: Sun Feb 26, 2012 11:05 pm
by Thwart
Just played a little bit until we died where the Green Titan spawned. Pretty fun to play.
I like the idea where the objectives circle around the first courtyard, and then in middle of the map, the objectives consist primarily indoors with narrow hallways. I find it refreshing to then reach the spaciousness of another outdoor area afterthat. I like how the map flows.
Good Job :thumbright:

Re: AS-Choco-Wars

Posted: Mon Feb 27, 2012 1:49 am
by DW_Ant
Had some issues playing it earlier today.
The lobby monster didn't spawn. I peeked in the editor, and you have ThingFactory->Convert set to true. That means if a player is looking at the spawn, then the monster will not spawn at that point until everyone looks away.

The blocking volume around the parking garage triggered multiple times. To fix this, set the guiding mover from Object->InitialState->TriggerToggle to TriggerOpenedTime. Then set the Mover->StayOpenedTime to 99999999

& I think the chocolate packaging disappears from the conveyor belt when we trigger that objective.

Re: AS-Choco-Wars

Posted: Tue Feb 28, 2012 8:27 pm
by DW_Shawn
nice map apo :D

Re: AS-Choco-Wars

Posted: Wed Feb 29, 2012 3:26 am
by DW_Apok@lypse
Thank you, Shawn and Thwart :ssmile: .

I fixed some errors from AS-Chocowars-3 and the new version AS-ChocoWars-4 will be on server soon... :swink: .

After this project, i have started a new map project :cheers: .

Apo :sbigsmile:

Re: AS-Choco-Wars

Posted: Wed May 30, 2012 2:30 am
by DW_Apok@lypse
Hello all :ssmile: ,

i'm still working on the second part of Choco Wars and on AS-Evil-Dead.
I will put some screenshoots.
I want to make an unique gameplay
  • U2 weapons on map
  • the game difficulty depends on players, time they obtain the objective,...
DW>Apokalypse :sbigsmile: [/color]

Re: AS-Choco-Wars

Posted: Wed May 30, 2012 4:16 am
by DW_WailofSuicide
Sounds cool Apo. Don't be afraid of making Choco Wars pt. 2 tougher than part 1. We can handle it.
Also excited you are utilizing a similar idea in trying to scale the map difficulty based on speed progress, I am doing a similar idea in mine as well.

Re: AS-Choco-Wars

Posted: Wed Jun 20, 2012 6:54 pm
by DW_Apok@lypse
I'm still working on AS-Choco-Wars Part 2 and Nano Technics maps.

I will add some screenshots of the second part of Choco Wars soon.

DW>Apokalypse :swink:

Re: AS-Choco-Wars

Posted: Thu Jun 21, 2012 5:15 am
by poompoom500
:scool: To DW_Apokalypse,
I'm still working on AS-Choco-Wars Part 2 and Nano Technics maps.
Excellent. Looking forward to it. BTW (By the way), I love your first Choco-Wars map.

Re: AS-Choco-Wars

Posted: Thu Jun 21, 2012 6:24 pm
by DW_Apok@lypse
Thank you :ssmile: .
I'm happy you like it.

Here is the firat screenshot of the second part of Choco Wars 2

Image

Some updates to map.
Random-Like Game Events
  • Countdown
  • Dead/Alive(Must test it first, don't know if it works well)
  • Killing Time/ Bonus Supplies
  • Killing Time/ Army Support
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

AS-Nano-Technics

Here is the screenshot update from Nano Technics :swink:

Image

Some updates to map.
Random-Like Game Events
  • New Light effects with coronas
  • New map level/ Laptop level
  • Random Monsters
  • Random Boss Monster


DW>Apokalypse :sbigsmile: