CBP Episode 'Duke Hard' "One building, one map(per) per floor, small maps"
#361 Posted 18 March 2014 - 10:28 AM
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.
This post has been edited by MetHy: 18 March 2014 - 10:42 AM
#362 Posted 18 March 2014 - 10:45 AM
MetHy, on 18 March 2014 - 10:28 AM, said:
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
#363 Posted 18 March 2014 - 06:22 PM
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.
#364 Posted 18 March 2014 - 10:25 PM
#365 Posted 19 March 2014 - 01:51 AM
Forge, on 18 March 2014 - 06:22 PM, said:
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
#366 Posted 19 March 2014 - 02:15 AM
#367 Posted 19 March 2014 - 02:37 AM
#368 Posted 19 March 2014 - 03:04 AM
MetHy, on 19 March 2014 - 02:37 AM, said:
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.
#369 Posted 19 March 2014 - 03:16 AM
Micky C, on 19 March 2014 - 03:04 AM, said:
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 (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)
#370 Posted 19 March 2014 - 03:43 AM
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.
#371 Posted 19 March 2014 - 03:47 AM
This post has been edited by MetHy: 19 March 2014 - 03:48 AM
#372 Posted 19 March 2014 - 04:06 AM
MetHy, on 19 March 2014 - 03:16 AM, said:
Right mouse button
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
#373 Posted 19 March 2014 - 04:09 AM
MetHy, on 19 March 2014 - 01:51 AM, said:
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.
#374 Posted 19 March 2014 - 04:29 AM
MetHy, on 19 March 2014 - 03:47 AM, said:
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
#375 Posted 19 March 2014 - 04:43 AM
A few of the slots are smaller though (the few ones I made directly around the staircase)
Micky C, on 19 March 2014 - 04:06 AM, said:
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
#376 Posted 19 March 2014 - 05:21 AM
Be careful since it will also change the position of the sectors so you'll have to paste them back in.
#378 Posted 19 March 2014 - 05:41 AM
Micky C, on 19 March 2014 - 05:21 AM, said:
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
#379 Posted 19 March 2014 - 05:42 AM
#380 Posted 19 March 2014 - 05:44 AM
MetHy, on 19 March 2014 - 03:47 AM, said:
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).
#381 Posted 19 March 2014 - 05:50 AM
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
#382 Posted 19 March 2014 - 09:46 AM
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Now, not to rush anybody, but I just submitted my stuff, so work harder slackers.
#383 Posted 19 March 2014 - 12:38 PM
#385 Posted 19 March 2014 - 01:49 PM
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.
This post has been edited by MetHy: 19 March 2014 - 01:52 PM
#386 Posted 19 March 2014 - 01:55 PM
MetHy, on 19 March 2014 - 05:50 AM, said:
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
MetHy, on 19 March 2014 - 01:49 PM, said:
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
#387 Posted 19 March 2014 - 02:15 PM
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.
#388 Posted 19 March 2014 - 05:00 PM
#389 Posted 19 March 2014 - 05:17 PM
#390 Posted 19 March 2014 - 06:49 PM
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.