[Map Release] AA_Italy

24

Comments

  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Sounds cool.. but for a newb like me Im gonna need like step by step.. :expressionless:

    And I rather not place blocking volumes along the rails.. if a player decides to jump in and die.. thats his decision
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    I'd love to get detailed and give ya that step by step but unfortunately my ISP has decided to kill my line lol and going through all that on a phone is a painful thought.. Have a peek through some of the tuts in the mission editor help/support sections, I'm sure ive seen info about volumes.. there is also definitely help when it comes to using the builder brush.. and thats a good skill to learn as a lot of maps need to have various volumes.. from sound ones.. to light.. to the all fancy shcmany crazyness types :awesome:

    Awsome to see someone like yourself getting down and dirty in the editor, Map looks great Doba :+1:
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Ill take a look, Ive already watched a few of Wolvies tutorials..

    .. Ive exported that SW model into STL. gonna see how it loads up in Editor when I get home
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    LeL... more SolidWork fun :awesome:

    Boat_zpsj38o0pst.jpg

    After:

    vw2.jpg

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  • Keebler750Keebler750 Posts: 3,621Beta Tester
    I'm REALLY envious of the modeling! I wanna!
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  • [NoL]W_a_t_c_h[NoL]W_a_t_c_h Posts: 133Player
    edited May 2016
    =IK=Doba= wrote: »
    Sounds cool.. but for a newb like me Im gonna need like step by step.. :expressionless:

    And I rather not place blocking volumes along the rails.. if a player decides to jump in and die.. thats his decision

    I have a damage volume on my map Parking Garage so that if someone jumps on ther rocket flame that will lose health.

    PVY9ba1.jpg

    Using the cube brush, resize it to fill the area where the river is, and set low thickness and just above the water surface.
    Use the brush to create an AAPlayerAreaDamageVolume.
    Highlight the new volume, hit F4 to bring up the properties, and set the amount and type of damage it produces.
    If you want people to die a slow death, set the damage per second to like 20-30.
    If you want insta-death, set it to 100.
    Play about with the options for damage type as I think they give different visual and sound effects.

    Oh, and talking of volumes, I don't know if you have noticed the different options for blocking volumes. If you want to put a blocking volume on the non-collision bridge for example, you can either set it to blockall, which blocks players, grenades and bullets, blockweapons which only blocks bullets (and maybe grenades), and blockallbutweapons which will stop a player, but you can still shoot through it.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited May 2016
    Thanks Watcher .. great stuff.. will try tonight

    A slow death makes sense, makes it like you're drowning.. however if a player can still make call outs... that will have a negative effect on gameplay

    I tried the "Block all" on the bridge.. it did nothing :(
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  • Keebler750Keebler750 Posts: 3,621Beta Tester
    You can't change stock assets without saving them. But we can't.

    I tried that with my AllTerrain rocks and Wolvy had to export them to 3DMAX or whatever to give it collision and then I reimported into my map file.
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    yeah, no biggie, were past that hurdle :proud:
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    You're screwed, you're going to spend all your time mapping lol. You're hooked! Real long nights are ahead of you my friend. =)
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I gotta scrim for 2nd Round playoffs though tonight and tomorrow :angry:
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  • (Beer_me)lobo(Beer_me)lobo Posts: 649Player
    glad you finally took the plunge , map looks good ,
    lol don't make it too scenic the comp guys will [TOS Violation]
  • Keebler750Keebler750 Posts: 3,621Beta Tester
    edited May 2016
    I don't know about the rest of you, but I notice that a lot of mapping time in the editor KILLS my game reflexes!

    :open_mouth:
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    glad you finally took the plunge , map looks good ,
    lol don't make it too scenic the comp guys will [TOS Violation]

    Well I like detail, it just can't be the type of detail you can hide in, once you have a hide and seek feel to the game it's failed competitively ..

    I'm trying to keep the green up higher like the balcony area, it's ads to the feel.
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Cant import those .STL files.. just does nothing it seems, takes me somewhere random on my map and does nothing.. the one time it said "no static mesh.." something so thats a fail
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    edited May 2016
    Oh snap.. need help with Bomb.. wherever its dropped it just falls through the floor/ bricks/ cars.. anything.. changing blocking volume to block all dont help
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  • Keebler750Keebler750 Posts: 3,621Beta Tester
    Ya. That's weird. I just dropped it through a table and it kept going down, then got stuck in a loop in Explore Mode.

    :o
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    ya I didnt change any settings on Bomb.. thats stock.. then I tried changing crap.. now I cant even pick it up LOL
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  • -PPaaxx--PPaaxx- Posts: 1,576Player
    Do you know you can go outside and under the map and go back again?
    My original nick is -Ner0-
    It's now banned after the
    latest update.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    please specify which area.. Ive fixed a few now.. most recent is threw the water which now has a 200 health damage.. touch it and you die :pleased:

    So back to this bomb.. ??
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