map: Glacier Facility (rc1 on server)
-
- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
Heh, well, if I can avoid taking the water out I will. The water is cool, and swimming around killing stuff is pretty fun. It really does add a fresh little gameplay twist.
That said I am kind of inclined to add a lot more ice floes so that it's tougher for monsters to get down there, but I'll have to test whether adjusting the pathing dissuades them from taking those paths in the first place. Most of them really ought to be spawning on the bridge and running up to the facility.
That said I am kind of inclined to add a lot more ice floes so that it's tougher for monsters to get down there, but I'll have to test whether adjusting the pathing dissuades them from taking those paths in the first place. Most of them really ought to be spawning on the bridge and running up to the facility.
-
- Site Admin
- Posts: 1060
- Joined: Tue Dec 27, 2005 12:00 am
Yeah, played this today, and monsters were swimming constantly. Luci took several scuba sessions, and was of course unhittable when down there. Had to wait until he moved again.
Rich (TW)
Rich (TW)
Perhaps smoothing out the terrain thats underwater will fix the monsters being hard to kill. You may want to raise the terrain underwater so theres less swimming at the greater depths in some areas...
just a suggestion/thought....
just a suggestion/thought....
played it for a minute today. yeah that undewater terrain is what did it.
i think smoothing the whole thing and flattening the floor , so that the profile is an inverted trapezoid instead of inverted triangle, would do the trick.
it seems the liquid surface is a bit above the water volume. and if you swim just right your head can poke up above the volume but not see the surface bit.
removing the struts from the building cleans the area up quite a bit.
back area, the upper "room" with the crown on top... the door to that area doesn't work. was it meant to?
map got voted off on wave 1 (bug got stuck in the terrain underwater) so i didn't see it all, but saw enuf to say that i think it's going to be pretty popular . . . nice job (=
i think smoothing the whole thing and flattening the floor , so that the profile is an inverted trapezoid instead of inverted triangle, would do the trick.
it seems the liquid surface is a bit above the water volume. and if you swim just right your head can poke up above the volume but not see the surface bit.
removing the struts from the building cleans the area up quite a bit.
back area, the upper "room" with the crown on top... the door to that area doesn't work. was it meant to?
map got voted off on wave 1 (bug got stuck in the terrain underwater) so i didn't see it all, but saw enuf to say that i think it's going to be pretty popular . . . nice job (=
-
- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
I'm hoping I've got the water thing fixed, but I need to figure out a decent way to test it locally.monsTo wrote:played it for a minute today. yeah that undewater terrain is what did it.
i think smoothing the whole thing and flattening the floor , so that the profile is an inverted trapezoid instead of inverted triangle, would do the trick.
it seems the liquid surface is a bit above the water volume. and if you swim just right your head can poke up above the volume but not see the surface bit.
I adjusted the water volume up so that it more closely corresponds with the area underneath the fluidsurface info. I was hoping that I could solve the issue with the waves, and it's partially solved, but still possible to trigger giant waves -- Bigger than I'd like. I will either fiddle with the FluidSurfaceInfo properties some more or change it to a ProceduralMesh to prevent that wacky behavior.
Yeah, it does.removing the struts from the building cleans the area up quite a bit.
back area, the upper "room" with the crown on top... the door to that area doesn't work. was it meant to?
As for the door there, in the next version I might make it open and close (as well as adding similar doors elsewhere in the base). It's kind of a noncritical issue, so I didn't see a problem leaving it as it was.
I'm going to try running the thing in normal invasion tomorrow and see if I can replicate the monsters getting stuck underwater issue -- Hopefully I can without needing to set up all the RPG stuff. That'll give me a way to test the map, at least.
rather than testing it on the live server, on maps such as this, perhaps we can test-drive it on the beta server. That way we wont get disturbed from people coming in etc. Let me know if you want it tested on it, and Ill give you the p/w to get on. By default I have left it shut off (beta server and its not advertised)