DM-ElementalColosseum

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

We had a test run through this map, but there was no place to post any notes so this topic was created.

This map is unique, and it is almost ready, but there are a few things to mention:
  • Grass in forest trial has collision.
  • In the glass maze trial, I was able to jump all the way down without taking any damage. I would recommend setting up a trigger in mid air so that when the instigator hits the trigger, the scripted trigger will kill them. Scripted triggers have an action called ACTION_KillInstigator. Physics death volume won't be good enough since players can globe through that.
  • The trims supporting the ceiling in the secret room is completely black. To make sure that they are illuminated you can either increase the ambient glow in the display properties, or you can position the static mesh out of the BSP wall so that the surface isn't casting a shadow on its vertices. This isn't really a need to fix; simply just pointing it out there.
  • The Air Tunnel leads to a deadend. I think you meant this was suppose to take you to a weapon locker or somewhere.
  • In the later waves, I've read the messages stating "fire is growing in power." I'm not sure if there suppose to be visual feedback or not, but I didn't see any changes to the map if there was visual changes. If changes are emitters, be sure to use NetworkEmitters when triggering emitters on and off.
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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

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