Re: DM-Time Travel (Map)
Posted: Fri Jan 22, 2010 11:20 am
You mean turn everything to false?
I'm afraid I am in complete disagreement. It is about time we had a few larger maps that let you actually run around and use that quickfoot skill to its full advantage. Besides, a seeker will have no problem throwing you from one side of an area to another. As for the resizing of the structures, I don't agree either, there could be 20 people porting into the same area (unlikely but could happen.) You need the space so it doesn't get crowded and people glitching into meshes.DW_ChocoCake wrote:Ok I just looked at V3, and I can say the map is becoming much more visually appealing. The skybox however still needs to be fixed.
One thing you absolutely must do is reduce the size of the map. The map is way too large to be playable on the server. Reducing the size of the map may require some content to be removed, however I think that's more preferable than having a map that is too large. I suggest removing unnecessary terrain areas and reducing the size of the special structures in each area (such as the pyramid and the gazebos).
Quickfoot skill is already at an advantage when you play maps with a great layout (see flow from my previous post). The map is too large since it's about 8 maps in one. (I would consider half of one section to be a normal sized inv map).Aravona wrote:I'm afraid I am in complete disagreement. It is about time we had a few larger maps that let you actually run around and use that quickfoot skill to its full advantage. Besides, a seeker will have no problem throwing you from one side of an area to another. As for the resizing of the structures, I don't agree either, there could be 20 people porting into the same area (unlikely but could happen.) You need the space so it doesn't get crowded and people glitching into meshes.
I'm going to copy and paste this from the texture index.Nelsoncarmo26 wrote:Ant, i can't find any transparent water meshes... a little help please.
Nelsoncarmo26 wrote:>Raised more terrain to decrease the playable area by 20% each map, making a total of 80% less playable terrain.
Set XWeatherEffect's tag to NoRainNelsoncarmo26 wrote:>Place a normal volume on castle, but still rains inside.
can someone please explain the proper way to do this and what designated volume I should use.
I was thinking that 4 - 8 would be better. Then again I'm only making guesses.Nelsoncarmo26 wrote:ge the number of tiles to 2 U and V, and looks better, but just needs texture.