SuperFudd, on Dec 1 2009, 01:16 PM, said:
Gota LOVE EDUKE32. put it on my 500MHz P3 system and it works excelently.
Now try Polymer
SuperFudd, on Dec 1 2009, 01:16 PM, said:
I guess I need to relearn enough of Build to move "you" to the start point and add a few more "monsters" and "goodies".
Just in case you really do want a reminder (some people say they need to re-learn the simplest things just as a way of exaggerating how little they remember), Scroll Lock assigns the player position in 2d Mode. So just stand where you want to be standing and/or facing in the map, go to 2d mode and hit Scroll Lock to change the start position. Done and done.
I'm personally still making some slow progress on maps for my Voyager mod. What I'm working on right now (sorry, no screenshots just yet) is a map based on a Borg vessel. I took a page from the initial missions of Elite Force 2 in which you get to see Voyager through a viewport, lending a nice sense of scale to where you are. What I'm doing is designing this stage so that as you progress through it and complete your objectives, you are treated to an occasional viewport or such that offers a view of Voyager from various angles (essentially working around the ship in a big 'U' shape through the borg complex). I'm trying to take that 'scale' presented in Elite Force 2 and expand upon it to really give the player that sense of... direction. Of progress. As you move around the ship through the map, I'm hoping to setup some 'scripted events' at each viewport, so you can see some cool stuff happening around the ship as you progress.
I've also changed the overall goal of my mod slightly. Rather than try and cram a hundred different ideas into one single mod and have to try and string them together in a way that makes sense (a planetside landing sequence and night time infiltration mission simply doesn't fit a borg storyline) I've decided to split things up. The first release will be strictly borg-centric, the second release will deal with retrieving items stolen from Voyager in an attack, and the 3rd will be... well, solely based on Voyager.
This works best for me because I can take all these little test maps and features I've been crafting and put them aside for use in their respective releases, and allow myself to just focus on one tight knit story at a time and try and get a faster release. It's just better this way.