#42
Posted 12 October 2010 - 12:39 AM
@LeoD,
First Screenshot: yes everything to do with that room is meant to be one shot only. I didn't really want players to keep coming back to get more chaingun ammo, although if people feel like they can't be bothered coming back all the time, I might change it. You can go into it as many times as you want in DM.
Second Screenshot: That's weird, I thought that all cracks with the same hi-tag blow up if any individual crack is blown. CAN SOMEONE CLARIFY THIS? I'm guessing that problem will also be in DM where there'd be more cracks on both sides, so it'd be great to get rid of that.
Third: I've seen that before but I don't know what it is, and I definitely don't know how to fix it. It's got to be some kind of map bug, but I don't think it happens in polymer, which everyone's going to be using in a year or so, and it doesn't break the map or gameplay.
Fourth: I just fixed that, thanks, turns out both floors had 'maximum transparency' set on them which causes the effect. It could actually be practical in some cases, as it's like the texture lags half a second giving a funky appearance.
And perhaps I'll get rid of that blimp.
@ The Dukenator: Yes, you're not meant to go through the blue key card door, I made it that way so the player has to go through one of the rooms with the monsters, but you can shoot through it if you have to.
With the yellow key door, what happens is that you go through, and Duke finds himself ambushed, says 'holy shit' and that barrier or 'door' closes behind him, at the same time a switch opens up on the other side so that if you want to come back in through that way you can.
The doorways which are black on both sides is because I used the SE 7 (teleporter) to simulate rooms over rooms most of the time, and I figured black is as good a colour for the wall as any.
Flying through the window is the most concerning thing in your post, which window are you talking about?
This post has been edited by Micky C: 12 October 2010 - 12:40 AM
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