If it's the static mesh that's prohibiting you from getting on without jumping you can try lowering it slightly or turn its collision off all together.Seven_of_69 wrote:Looks good! The only issue I noticed is with all the jump pads. You can only step onto two of the four edges. The other two edges don't let you step onto the pad unless you jump first. The same problem occurs in other maps like Aswan (on the large adren pads) so I'm not sure if it's something you have control over.
New MM Maps!
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- DW Clan Member
- Posts: 647
- Joined: Thu May 31, 2007 11:00 pm

There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
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- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
I wish I could suggest something but I don't know how to use the editor. It seems that preventing the collision is obvious though IMO nothing is obvious in the editor. :sspeechless:
One very minuscule thing is that one of the four bounce pads makes a different sound. Is that even worth mentioning? :swink: If you imagine your KageOni[] name on the wall as the "front" of the room, then the pad is on the back left.
One very minuscule thing is that one of the four bounce pads makes a different sound. Is that even worth mentioning? :swink: If you imagine your KageOni[] name on the wall as the "front" of the room, then the pad is on the back left.
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DM-HappyMonsterArena
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Not much issues here.
The main concern we had is the safety in the narrow hallways. The titans, raptors, and queens simply stand at the end while the players may simply hit them (free xp). If you simply widen the hallways just a tad bit, it should significantly improve the gameplay! Don't make it too wide though. It'll look silly to have that narrow wall between the two hallways.
Last thing to mention:
To fix the jump pad problem, simply disable the collision of the static meshes. Open their properties, go to collision, and set bBlockNonZeroExtentTraces to false to disable player collision only.
Set everything to false if you want everything to ignore it.
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DM-StorageHouse
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We're very pleased with the visual appeal to this map. The theme and usage of static meshes are well done! I enjoyed the ceiling detail, and the planks usage up there supporting the deemer!
There were only a few things at that needs addressing.
It doesn't hurt to place a mp5 somewhere in your map (simply add an assault rifle and one of the MM mutators will replace all assault rifle pickups with the mp5).
Speaking about weapons, I think you've went a bit excessive on the weapon lockers while taking note of the size of the map. I think just the two weapon lockers in the sides will do the trick. You may delete the others in the main room. Easy fix.
The third issue is a bit tough to explain, but I believe you may find this, too. Between specific boxes (at the back, away from the garage door) you can get stuck when you trans inside the gap. Try going around your map and locate these spots. I'm sure you can find a solution for this problem (either blocking volume or simply reposition the boxes should do the trick).
The biggest issue with this map is the lack of action in the back. You don't really need one third of the map to be safe from monster spawns specially when you already have several other hiding spots, you could really ease up on the barricade in the back or better yet place some path nodes back there. It is also needed to place at least 100 path nodes, too, and it may be a bit difficult to jam 100 nodes in the map, but never forget about the Z-axis. If you simply place some nodes up on the boxes, or the ceiling beams, you'll double the excitement now that you force players to look up in case there's a titan throwing rocks from above!
BTW, nice usage on the location names >:)
I'm pretty confident that StorageHouse will find its way to the servers very soon!
Keep up the great work, Kage!
DM-HappyMonsterArena
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Not much issues here.
The main concern we had is the safety in the narrow hallways. The titans, raptors, and queens simply stand at the end while the players may simply hit them (free xp). If you simply widen the hallways just a tad bit, it should significantly improve the gameplay! Don't make it too wide though. It'll look silly to have that narrow wall between the two hallways.
Last thing to mention:
To fix the jump pad problem, simply disable the collision of the static meshes. Open their properties, go to collision, and set bBlockNonZeroExtentTraces to false to disable player collision only.
Set everything to false if you want everything to ignore it.
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DM-StorageHouse
---------------------
We're very pleased with the visual appeal to this map. The theme and usage of static meshes are well done! I enjoyed the ceiling detail, and the planks usage up there supporting the deemer!
There were only a few things at that needs addressing.
It doesn't hurt to place a mp5 somewhere in your map (simply add an assault rifle and one of the MM mutators will replace all assault rifle pickups with the mp5).
Speaking about weapons, I think you've went a bit excessive on the weapon lockers while taking note of the size of the map. I think just the two weapon lockers in the sides will do the trick. You may delete the others in the main room. Easy fix.
The third issue is a bit tough to explain, but I believe you may find this, too. Between specific boxes (at the back, away from the garage door) you can get stuck when you trans inside the gap. Try going around your map and locate these spots. I'm sure you can find a solution for this problem (either blocking volume or simply reposition the boxes should do the trick).
The biggest issue with this map is the lack of action in the back. You don't really need one third of the map to be safe from monster spawns specially when you already have several other hiding spots, you could really ease up on the barricade in the back or better yet place some path nodes back there. It is also needed to place at least 100 path nodes, too, and it may be a bit difficult to jam 100 nodes in the map, but never forget about the Z-axis. If you simply place some nodes up on the boxes, or the ceiling beams, you'll double the excitement now that you force players to look up in case there's a titan throwing rocks from above!
BTW, nice usage on the location names >:)
I'm pretty confident that StorageHouse will find its way to the servers very soon!
Keep up the great work, Kage!
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Okay Thanks For Taking The Time To Review My Maps ^^
-StorageHouse-
Luckily I've Got Alot Of Free Time On My Hands So I Can Make As Many Improvements As Neccesary :ssmile:
Next Version Will Include More Pathnodes, Due To Required Amount, And MP5 Will Be Placed! :sbigsmile:
Few Questions? Should I Place A Few Pathnodes Inside The Safe Area?
Do I Need To Add More Rooms In Later Versions? (Current Map To Small?)
-HappyMonsterArena-
I Shall Take The Time To Fix These Errors ^^
Thanks, KageOni[]
-StorageHouse-
Luckily I've Got Alot Of Free Time On My Hands So I Can Make As Many Improvements As Neccesary :ssmile:
Next Version Will Include More Pathnodes, Due To Required Amount, And MP5 Will Be Placed! :sbigsmile:
Few Questions? Should I Place A Few Pathnodes Inside The Safe Area?
Do I Need To Add More Rooms In Later Versions? (Current Map To Small?)
-HappyMonsterArena-
I Shall Take The Time To Fix These Errors ^^
Thanks, KageOni[]

Well if you have some more action in the back area, I don't think it's really needed for extended rooms. If players are really desperate, they may always leap into those small areas inside the boxes (or between the boxes). I think if you simply add some path nodes in the back area, I think your map will be okay in terms of action.KageOni[] wrote: Few Questions? Should I Place A Few Pathnodes Inside The Safe Area?
Do I Need To Add More Rooms In Later Versions? (Current Map To Small?)
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- Site Admin
- Posts: 2005
- Joined: Thu Mar 23, 2006 12:00 am
- Xfire: KarmaKat
Pathnodes in the back area? Yes, please! I also agree with Ant, put some on top of the boxes on the barricade and up on the girders near the ceiling too! I also agree with Ant's assessments regarding the weapon lockers. If you're set on putting all weapons in each one, then two (one in each side room) is plenty. I do urge you to consider making single weapon pickups instead of loading up lockers with every weapon. There are a couple of reasons for this...one, it encourages players to get out and move around the map and secondly it is a whole lot less irritating for everyone who tosses out the weapons they don't regularly play with at the beginning of the map. As an example: I rarely use the grenade launcher or bio rifle. I throw those away at the start of the map. I'm fighting and accidentally run through the locker and I'm stuck with those two weapons again, then have to take the time to throw away -again-. Or..I'm running low on ammo for a particular weapon and I want to hit the locker to get an ammo boost and I'm again saddled with two weapons I don't want in my arsenal. So please consider not loading up lockers! And for the ones you do place in maps, I recommend that you tuck them into corners, put them on walls or ceilings or any where out of main traffic areas so we're not constantly running through them in the thick of battle. :DKageOni[] wrote:Okay Thanks For Taking The Time To Review My Maps ^^
-StorageHouse-
Luckily I've Got Alot Of Free Time On My Hands So I Can Make As Many Improvements As Neccesary :ssmile:
Next Version Will Include More Pathnodes, Due To Required Amount, And MP5 Will Be Placed! :sbigsmile:
Few Questions? Should I Place A Few Pathnodes Inside The Safe Area?
Do I Need To Add More Rooms In Later Versions? (Current Map To Small?)
-HappyMonsterArena-
I Shall Take The Time To Fix These Errors ^^
Thanks, KageOni[]
KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Okay Thanks For The Posts, Well Ive Got Some Free Time So I Can Make These Changes Pretty Quickly ^^
I Shall Try The Map With Single Weapon Pickups, And See How That Goes, And I'll Add Some PathNodes In The Back, On The Crates And One Or Two On The Beams ^^ I Shall Post Back When Ive Made These Changes ^^
KageOni[]
I Shall Try The Map With Single Weapon Pickups, And See How That Goes, And I'll Add Some PathNodes In The Back, On The Crates And One Or Two On The Beams ^^ I Shall Post Back When Ive Made These Changes ^^
KageOni[]

Okay, Finished With Updates,
Over 100 PathNodes (I Got 110 At A Push)
Single Weapon Pickups
PathNodes In The Back
And Fixed The Error With Getting Stuck Behind One Of The Boxes
Think That's Them All ^^
Just E-Mailed The Link To KarmaKat,
KageOni[]
Over 100 PathNodes (I Got 110 At A Push)
Single Weapon Pickups
PathNodes In The Back
And Fixed The Error With Getting Stuck Behind One Of The Boxes
Think That's Them All ^^
Just E-Mailed The Link To KarmaKat,
KageOni[]

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- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
I'd also like to see it if you can send it to me.