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CBP Episode 'Duke Hard'  "One building, one map(per) per floor, small maps"

User is offline   MetHy 

#361

Fuck fuck fuck and fuck. I fucking hate copy pasting. 2nd different glitch out of 3 cars.

Edit : got that fixed. It happens (for no reasons) when I got rid of the rectangle sector going around the car which i used to copy paste the car. So, for THIS car, i'll just leave that useless sector. This glitch didn't happen for any other copy pasting though so it's totally random.

Edit 2 : this car idea is just giving more problems than it should. Please be aware that if needed I WILL change any strong shading and weird shadow you put on your cars, as I won't be building my level around everybody's different idea of shading.

Attached thumbnail(s)

  • Attached Image: duke0103.png


This post has been edited by MetHy: 18 March 2014 - 10:42 AM

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User is offline   Paul B 

#362

View PostMetHy, on 18 March 2014 - 10:28 AM, said:

Please be aware that if needed I WILL change any strong shading and weird shadow you put on your cars, as I won't be building my level around everybody's different idea of shading.


I don't want any dings, dents or scratches on my car or else i'll have your ass!



Damn I love this movie it never gets old.

This post has been edited by Paul B: 18 March 2014 - 11:06 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#363

i find it kinda weird that you'd use that method for getting the cars into the garage.

i would have pasted the cars & parent sectors into the map outside the garage, made any adjustments (height/whatever), then copied the child sectors making up the car and pasted it over to the garage. delete the old parent sector, repeat.

either that or i would have put all the vehicles and there parent sectors next to each other, connected them together, then made the garage out of that.

call me ignorant or stubborn, but that's just me.
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User is offline   Daedolon 

  • Ancient Blood God

#364

My car has a clear 2048 x 4096 sector around it so there's no need for fiddling since it's just a rectangle you need to create.
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User is offline   MetHy 

#365

View PostForge, on 18 March 2014 - 06:22 PM, said:

i find it kinda weird that you'd use that method for getting the cars into the garage.

i would have pasted the cars & parent sectors into the map outside the garage, made any adjustments (height/whatever), then copied the child sectors making up the car and pasted it over to the garage. delete the old parent sector, repeat.

either that or i would have put all the vehicles and there parent sectors next to each other, connected them together, then made the garage out of that.

call me ignorant or stubborn, but that's just me.


I don't see how that's LESS trouble? Sounds like exactly the same result except with MORE steps. Also the 2nd solution isn't possible, at the moment I have 4 cars, and only 2 of which facing the same direction.

I forgot to mention. If possible I'd like to use the sector based pigtank shown in _clipshape0.map, who made it so I can give credit to him?

This post has been edited by MetHy: 19 March 2014 - 02:06 AM

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User is offline   ck3D 

#366

just so you know, if you are going to copy-paste cars into parent sectors (which i have done a lot in my latest maps in order to save time) then you don't need them to be specifically built so that they face a given direction, at least in the latest version of mapster32 i got to use i know could make them face any direction i wanted in 2d mode by just having the sectors highlighted and using / and . to give them whatever orientation i wanted them to have (just like wall- or floor-aligned sprites, minus the diagonal options which i guess would be too awkward for the engine to recalculate)
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User is offline   MetHy 

#367

I didn't know about that. It doesn't really change much for the current case though, just gives me more freedom on where to put cars (but that hardly matters in the end). Thanks for the input though, sounds like this could be useful in many cases.
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User is offline   Micky C 

  • Honored Donor

#368

View PostMetHy, on 19 March 2014 - 02:37 AM, said:

I didn't know about that.


Posted Image

Yeah you can rotate them around with the [,] and [.] keys, don't think that [/] does anything though. You can also flip them in the x and y directions by pressing x or y respectively. You can even rotate them by any arbitrary angle by selecting the verticies with shift, then holding down left shift and the right mouse button and moving the mouse around.
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User is offline   MetHy 

#369

Nice, I also just accidently found out that left-shit + G changes the grid size to a bigger grid (contrary to G alone).

View PostMicky C, on 19 March 2014 - 03:04 AM, said:

You can even rotate them by any arbitrary angle by selecting the verticies with shift, then holding down left shift and the right mouse button and moving the mouse around.


In my version of mapster that doesn't rotate it but instead makes it bigger or smaller. Rotating at will like that would be useful though. BTW, using that 'make things bigger/smaller' would be useful in this map because Forge's car is scaled a little smaller than the others, but since doing that means having to redo every slope and sprite placement I'll just ask Forge to do it to himself on his car if he wants to when the map is done :blink: (I mean, 'fixing' the slopes and the sprites of a car not made by you isn't as simple as if YOU made the car, the risk is that I fuck it all up)
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#370

Rotating like that can skew vertices. If you hold ALT and press either comma or period you can input the angle directly.

My car is done, I didn't build what I said before instead opting for a flatbed truck that I hope isn't too large for you. I'll send it over in a few hours, I just need to add a few boundary sectors to it and then go and fix my level as I found a couple of last minute fixes that need doing to that.
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User is offline   MetHy 

#371

If it is too big for a slot I'll just put it on the 'road' then. I'm gonna need a few cars (or something) on the 'road' anyway, gameplay it's much more interesting (to take cover, hide enemies behind, etc).

This post has been edited by MetHy: 19 March 2014 - 03:48 AM

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User is offline   Micky C 

  • Honored Donor

#372

View PostMetHy, on 19 March 2014 - 03:16 AM, said:

In my version of mapster that doesn't rotate it but instead makes it bigger or smaller.


Right mouse button Posted Image


Besides, there's the special function menu item which resizes sectors keeping everything in proportion.

This post has been edited by Micky C: 19 March 2014 - 04:07 AM

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User is offline   Forge 

  • Speaker of the Outhouse

#373

View PostMetHy, on 19 March 2014 - 01:51 AM, said:

I don't see how that's LESS trouble? Sounds like exactly the same result except with MORE steps.

sorry. i was under the impression that you were pasting the car and the parent sector together into the garage, giving the parent sector two-sided properties during the paste, then just deleting the parent sector.
Glitchy.
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User is offline   ck3D 

#374

View PostMetHy, on 19 March 2014 - 03:47 AM, said:

If it is too big for a slot I'll just put it on the 'road' then. I'm gonna need a few cars (or something) on the 'road' anyway, gameplay it's much more interesting (to take cover, hide enemies behind, etc).


how many pixels long and wide are the parking spots in your parking lot ? might be useful to know so that people can make parent sectors that fit just right in and you wouldn't have any trouble copy-pasting
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User is offline   MetHy 

#375

2816 wide and 3840 long, but they're not 'closed', most of them connect to the central 'road' (would be a waste of sectors to close them off). Anyway that's not a problem really, it takes only a couple of seconds to make or change the sector the car is in.
A few of the slots are smaller though (the few ones I made directly around the staircase)

View PostMicky C, on 19 March 2014 - 04:06 AM, said:

[Besides, there's the special function menu item which resizes sectors keeping everything in proportion.


And how do I do that? Would be useful to make Forge's car the same scale as others as it is slightly smaller

This post has been edited by MetHy: 19 March 2014 - 04:50 AM

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User is offline   Micky C 

  • Honored Donor

#376

Highlight the sectors with alt, then go 'F

Be careful since it will also change the position of the sectors so you'll have to paste them back in.
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User is offline   MetHy 

#377

Thanks, that's great! Tons of useful feature.
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User is offline   Forge 

  • Speaker of the Outhouse

#378

View PostMicky C, on 19 March 2014 - 05:21 AM, said:

Highlight the sectors with alt, then go 'F

Be careful since it will also change the position of the sectors so you'll have to paste them back in.

120 to 125 is the range you might be looking for.

it'd probably be easier to change the original and then repaste it into the current map cause it will scoot the highlighted sector across the map (unless you already did a bunch of height adjustments)

This post has been edited by Forge: 19 March 2014 - 05:41 AM

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User is offline   MetHy 

#379

I went for 120 indeed and it looked fine, I did it inside the map no trouble. I'll probably have to shade the 2 sides differently and get rid of the shadow and then your car will fit the map :blink:
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User is offline   Daedolon 

  • Ancient Blood God

#380

View PostMetHy, on 19 March 2014 - 03:47 AM, said:

If it is too big for a slot I'll just put it on the 'road' then. I'm gonna need a few cars (or something) on the 'road' anyway, gameplay it's much more interesting (to take cover, hide enemies behind, etc).


My car is probably good for something like that, I think. I guess you'll put these kinds of cars next to the parking slot with the name? (Mine has my name in the license plate anyway, though).
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User is offline   MetHy 

#381

Yeah if the mapper really wants his name on the car (I guess some people might not care?), for the few cars which won't be inside slots the name will probably be the license plate.

I'm having a 'door' seperating the parking into 2 areas (north & south), which is not very easthethic but which will make gameplay better (give some little progression to the map).
What do guys think is better : having a sector based pigtank shoot the door and blow it up once you press the nuke button on the back of the tank; or, having a car crash into the door ?

I guess the pigtank idea is more original and therefore cooler?

This post has been edited by MetHy: 19 March 2014 - 05:50 AM

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#382

I certainly haven't seen that idea used before, so you could be onto something with that.

-----

Now, not to rush anybody, but I just submitted my stuff, so work harder slackers. :blink:
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User is offline   MetHy 

#383

I would call High Treason's map 99% finished as there are a few things to fix, but I'd also like to say he's found a way to use sounds in his map (and also to make the sound of his car engine) that I don't think has ever been done before, and which opens up tons of new possibilities for usermap sounds and which I believe will be picked up by mappers for future maps!
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User is offline   Micky C 

  • Honored Donor

#384

Are you using that elevator for the basement I sent you?
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User is offline   MetHy 

#385

I haven't put it in yet but I thought I would use it indeed.
I originally wanted, if such a thing is possible, to have a 'timed' ending in the elevator : the player goes in, the elevator goes up and a few seconds later the map ends while the elevator is going up. I thought perhaps such a thing should be possible using the type of ending E1L2 has ? I never saw ANY 'delayed' ending à la E1L2 in any usermap before hence my doubts, but I'm certain it's possible. (I'd love to see more 'delayed endings' in general, too, but I've seen it recently in a Blood usermap in French Meat episode and it was really cool)

Anyway if your elevator is compatible with all of this i'll use it. And if my ending idea isn't possible i'll use it, too. :blink:

This post has been edited by MetHy: 19 March 2014 - 01:52 PM

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User is offline   Forge 

  • Speaker of the Outhouse

#386

View PostMetHy, on 19 March 2014 - 05:50 AM, said:

having a sector based pigtank shoot the door and blow it up once you press the nuke button on the back of the tank; or, having a car crash into the door ?

I guess the pigtank idea is more original and therefore cooler?

i've seen a couple maps with tanks that that a player "uses" to blow up walls (but not a pigcop tank specifically)
there's also a couple maps that use the same concept, but with a small spacecraft in a hanger

having a vehicle crash into a wall is probably just a little more common, but is still not used very much

View PostMetHy, on 19 March 2014 - 01:49 PM, said:

I haven't put it in yet but I thought I would use it indeed.
I originally wanted, if such a thing is possible, to have a 'timed' ending in the elevator : the player goes in, the elevator goes up and a few seconds later the map ends while the elevator is going up. I thought perhaps such a thing should be possible using the type of ending E1L2 has ? I never saw ANY 'delayed' ending à la E1L2 in any usermap before hence my doubts, but I'm certain it's possible. (I'd love to see more 'delayed endings' in general, too, but I've seen it recently in a Blood usermap in French Meat episode and it was really cool)

cbp 8
ask micky how he did it, i didn't really look since that was the last thing made for the map

This post has been edited by Forge: 19 March 2014 - 01:58 PM

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#387

BobSPX had a sort of timed ending in the helicopter, though I believe that had a switch available in the chopper the whole time. Nitroglycerin had one in the bad ending similar to BobSPX because I stole the idea from said map, though my nuke button didn't appear for a while.
As for this elevator, I suspect putting a paletted SE7 some distance up the elevator that took the player to an ST65535 sector might work, but I haven't tried and don't know how strict the rules on the player's waist being below the SE are in this scenario.
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User is offline   Mike Norvak 

  • Music Producer

#388

One Activator Locked in the ending sector linked to one delayed door should work.
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User is offline   Daedolon 

  • Ancient Blood God

#389

Have the elevator to be actually a secondary sector where the player gets teleported and or have the elevator be a sprite one and or another trick, then just have there be an impossibly small ending sector but stretch it when the elevator gets activated.
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User is offline   Micky C 

  • Honored Donor

#390

The ending to CBP 8 was a super complicated hacky thing using TROR that was difficult to pull off.

My ending to the first map of the DNF DLC had a delayed ending as well using activator-locked teleporters, but there wasn't a lift involved like you're proposing. Something like you're saying may be possible, and I can sort of think if ways to do it, but it would be very hacky and limited.
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