savagesarge wrote:very damn cool man! Hope this gets in the server rotation soon!
Thank you very much: D I hope
DW_WailofSuicide wrote:The meshes in Mylevel.usx should be put inside of the level's mylevel package, not inside of a static mesh package called Mylevel. If you need help on figuring out how to do that let me know.
I do not understand this, sorry, is my first map and there are many things that still do not know.
DW_WailofSuicide wrote:-You start out in a small room that's exited by a teleporter. Unfortunately while this is a neat concept, it doesn't work in Invasion. Monsters use Playerstarts to determine starting locations, and you will have every single monster spawning inside of this room initially. (There is a tool on Monster Mash that moves monsters, but I don't think it's a good idea to rely entirely on it.). You should make this a normal door and simply add playerstarts throughout the level. (I didn't check to see if there are pathnodes but you need pathnodes throughout the level too.)
At first, Playerstarts were scattered around the map, this room did not exist. But I wanted to hear a sound when you start the map and the only way I found to do that is to create a trigger and making sure that someone activated it. So I thought about creating that room and thus sure someone activates the trigger.
The reason for why is a teleporter and not a door, it's because I do not want anyone to camp in there. For that reason, the translocator is denied in that room.
Yes, there Pathnodes all over the map, including this room.
I have done tests with my Invasion RPG Mod, and the monsters appear out of the room, and if I stay inside the room only the queens are capable of accessing, this is fine if there afks.
If you prefer that Playerstars are distributed in the whole map, no problem. But this room will be removed, since it was created only to activate the sound to start.
DW_WailofSuicide wrote:The first main area is a set of rooms including the start location lift, a room, and a room into what looks like an outdoor-ish area.
-The outdoorish area is a little strange ... Is it supposed to be outdoors? Or is it supposed to be some kind of planetarium room?
If the former, then I can help you setting up a skybox for it. I noticed it is currently a star texture applied to a wall, not a true skybox.
-There's an interior section that you can go inside in the planetarium area that I'm not sure what the purpose is ... Just a hiding spot for players? It doesn't seem otherwise connected to the level aside from a small staircase that's probably too small for any monsters to appear there.
Yes, supposedly an outdoor, the initial problem, a skybox affects the entire map, and if I want to have 2 outdoors, it affects 2 skybox outdoors. So I did this outdoor wrong and the other was going to use a skybox. But in the end there is only one outdoor room, so this room I can put a skybox, you're right.
This inner section is just a spot safe area, but without the possibility of attacking anyone. If you need to stay afk a while because someone calls you on the phone or whatever, that's a good place.
It is also an access to the "roof" where you can shoot from there.
DW_WailofSuicide wrote:- Does the button in the planetarium do anything? I really liked the nice touch where the lights light up when you hit the button, by the way. Good attention to detail there.
Hehehe, yeah, this button opens a secret door, giving access to a Redeemer.
Like the automatic door, the points that turn on or off and give more realism like Portal 2.
DW_WailofSuicide wrote:Overall this area seems fine although I get much more of a Portal vibe from the interior white/grey tiled rooms than the planetarium area. (I haven't seen any area really like that in Portal 2, although I admit I haven't finished it yet.)
We could say that this room is an exception. I got the idea that you can access within the moon, so I put the moon up there and from there the room was taking its own course. I tried putting articuled arms and similar textures (well, all the textures of the room are original portal 2) to resemble more a portal 2. As I say this room is an exception xD
If I see that this map like people, I will make another with much greater resemblance.
DW_WailofSuicide wrote:Moving on to the second main area, it's reached by traversing a long angled corridor.
-While I was walking through this corridor I got stuck on an invisible wall (possibly a BSP error) and had to use the ghost cheat to proceed forward. I think I understand why you have this corridor here but honestly it took me a good 30s-1m to walk from one part to another. I would rethink this idea, and either make it a much shorter corridor (or small connecting room), or find some other way to connect these two areas (such as using a set of lifts).
Theoretically, this corridor should not exist. Since access to the top, there is an elevator. But I thought that if someone is goofing around with the elevator and is disabled, you can access the top, without the elevator.
I've thought about this, but the primary medium is the elevator, then the second path can not be faster or easier than the elevator. I'll keep thinking about this.
What you're saying that you get stuck by an invisible BSP is correct. No need to use the ghost command works with the translocator. But I can not see what the problem, since in that area there is nothing. I'll look again to see if I solve it.
DW_WailofSuicide wrote:At the end of the long corridor you enter into the second large area in this map, a large chamber with an Aperture Science logo and some turrets and other things in it.
-In this chamber there's a pool of water that you can fall into, but are unable to get out of unless you use your translocator. Personally I don't like that and I would raise up the water so you can get out of there without having to translocate.
-There's also another area where players can get stuck at the back of this larger room, up the ramp, near where the Portal Gun is located. The raised up tiles present a place where a player can fall down and be unable to escape without a translocator. I'd put a jump pad in here so players or small monsters don't get stuck.
Now I modify the water no problem.
The Jump Pad is a good idea, I will.
DW_WailofSuicide wrote:Overall pretty good. The other issue I wanted to bring up is you are not using the Portal Gun that is used in other DW maps. I recommend you replace the Portal Gun in your map currently with the Portal Gun found in other DW Monster Mash maps. The version in DW maps already has some optimization done on it so that it doesn't take up as many server resources rendering the portal graphics and can only be picked up once (but dropped). It should be very easy to add the DW Portal Gun to your map, open up one of the maps that Azmodan mentioned earlier ->
Aren't all portal guns on the MM Servers blue? "Bud" has one, "Nightwolfs Almost Contained" has one, "Tanked" has one and "Nightwolfs Testing Facility" has one too. There are some other maps that have one but i can't recall their names from my memory alone.
Click on and then Copy the Portal Gun Single Pickup actor in one of these maps. Then load your level in the editor. Once you've loaded your level, right click and Edit->Paste where you'd like the Portal Gun pickup to appear.
This was the first thing I tried when I wanted to integrate the Portal gun in my map. But when trying to open any of these maps with the editor, I get an error, I can not open any map that has Portal gun.
If you can do it, wait for me to fix the problems discussed above, and when I have solved the problems I send you the map again and you will add the Portal gun, that's okay?
Great Comments Wailof, Thanks.
DW_KarmaKat wrote:Adren pills...
Any of the 100 adren pills should be slow spawning.
Additionally, I don't favor totally safe adren camping spots. I noticed there were a couple of places where you could sit on the spawns and nothing can reach you. There should be some danger present for anyone who is munching on tasty adren.
Yeah you're right, but if someone is in a fast Adren spot can not attack any monster. This is something I also had in mind. I think I will reduce the number of Adren spots and apply them in places with more risk.
DW_KarmaKat wrote:Health pickups...
Maybe need a few of the small medkits?
DW_KarmaKat wrote:Ammo pickups...
Always good to have one or two ammo pickups situated near where you have single weapon pickups. Also, it's handy to have some ammo out in the map. You don't need extra ammo pickups for every single weapon, but flak, link, shock & rockets are always good. Please do not make these fast respawn.
I can do.
DW_KarmaKat wrote:Room with stars on the ceiling..the "planetarium" if indeed this is supposed to have a view of the sky, please be sure you include an Ion Cannon Satellite so that the Ion Painters will work in that room.
This not know how to do it, now I already know how xD thanks.
Finally, as you noticed I'm not English native. It is quite difficult to express my ideas and comments with complete clarity, so I apologize if some things are not understood correctly.
When I have solved all these problems and explain to me how to solve the problem of "mylevel". 'll Send you the pack again.