Gambini, on 08 October 2012 - 06:20 PM, said:
That´s great news. I´m so glad you´re not completely retired!
thank you, glad you are looking forward to this stuff. the entire design of that practice map i was talking about is now 100% done. it really looks and plays like a lameduke / episode 1 map hybrid so i am not sure what its reception is going to be like at all, and it is very very simplistic ; but i am sure it will always be welcome as a release, seeing as not so many maps have been released over the past few weeks. it does introduce one never before seen effect though, which i will reuse to a better extent in my next map (provided that i ever finish it), i have so many ideas. i just need to throw in the monsters and weapons in this one now, but i am running out of time. i should be able to wrap things up by the end of the week.
also this has nothing to do with my map, but it is worth mentioning that while betatesting it i stumbled upon something potentially interesting that i did not know of already - sectors can be rotated at a 90-degree angle (like a swinging door) without having any lotag of 23 (which consequently might leave room for an extra lotag in said sector, provided that adding one doesn't break the effect, i haven't tried it). you just need a SE11 as a pivot point, and to couple the hitag channel of said SE11 with the one of something that can be activated (in my instance, another swinging door with the same SE11 channel). as long as the twin door is not triggered it is impossible to rotate the one without a lotag, it acts like a solid wall, on the other hand when you trigger the other sector, it rotates even when it doesn't have the classic of 23. it might sound like a technical detail everyone was already more or less aware of but it actually opens up new possibilities, ie. rotating underwater sectors, rooms and the like, if someone manages to work with it and push it to a bigger extent.
also i am in a hurry, there is only one design bug left in my map and it is that i have an elevator with a really low ceiling (it is a secret location in a ventilation shaft) and the player keeps trigging it when they enter or leave the sector even when they don't mean to (think start of e1l2), eventually the elevator ends up looping and sometimes it gets stuck, i could probably take some time to find a workaround but right now it is annoying, so if anyone knows of a quick solution to this i would appreciate it. i was thinking of turning it into just an elevator platform (which i would only do if i had to, because it would break an effect of mine and i will had to add an extra door to my map which would be ugly) but i am not even sure that would solve the problem. i am really asking just in case someone knows why this is happening, otherwise it is a really easy problem to find a workaround to.