e l e p h u n k
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- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact:
well I'm not that much a CTF player ...
.. I allways tend to just run around and kill ppl instead of showin any interrest in that flag
.. well except someone steals our flag, then he's got to suffer
dunno about that map atm it seems quite finished to me aswell
but I'm still not sure about those monks there..
they block the fights over and around that altar,
and that was why I thought that altar was so cool for
.. I allways tend to just run around and kill ppl instead of showin any interrest in that flag

.. well except someone steals our flag, then he's got to suffer

dunno about that map atm it seems quite finished to me aswell
but I'm still not sure about those monks there..
they block the fights over and around that altar,
and that was why I thought that altar was so cool for

hiya again 
sry for the lack of update,
but now I feel like this is going to be the final version
You can download it here!
I've completely removed the Emitter that blew that sand over map, also I removed the wind sound.
The rest is mostly minor tweaking and fixing and replacing
Hope you like it!
It should be clean of any bugs, but if you still can find anything please tell me
There's only one thing you might call a 'bug', but it's not really a problem;
sometimes the bots get stuck on hunting each other up and down that platform via one of the jumppads
it's kinda funny, but it can get on your nerves
Sometimes they do it only twice or less, but sometimes they do it for the whole round .. you'll see what I mean when that happens.
enjoy!

sry for the lack of update,
but now I feel like this is going to be the final version

You can download it here!
I've completely removed the Emitter that blew that sand over map, also I removed the wind sound.
The rest is mostly minor tweaking and fixing and replacing
Hope you like it!
It should be clean of any bugs, but if you still can find anything please tell me

There's only one thing you might call a 'bug', but it's not really a problem;
sometimes the bots get stuck on hunting each other up and down that platform via one of the jumppads
it's kinda funny, but it can get on your nerves

Sometimes they do it only twice or less, but sometimes they do it for the whole round .. you'll see what I mean when that happens.
enjoy!
Let's close eyes open.
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- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact:
A few things, if you are going to update.
- Name would be better if Duel-Elephunk... just to conform to standards
- Jumppads should have some sort of emitter effect.
- Blocking volumes should be set up around the edges of the map.
- I believe you can currently grapple the skybox.
- The terrain at a distance goes red.. this is strange, and never had it before. Anyone else get the same?
- Name would be better if Duel-Elephunk... just to conform to standards

- Jumppads should have some sort of emitter effect.
- Blocking volumes should be set up around the edges of the map.
- I believe you can currently grapple the skybox.
- The terrain at a distance goes red.. this is strange, and never had it before. Anyone else get the same?
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- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact:
nopeShuriken wrote: - Name would be better if Duel-Elephunk... just to conform to standards![]()

they have ..Shuriken wrote: - Jumppads should have some sort of emitter effect.

Shuriken wrote: - Blocking volumes should be set up around the edges of the map.
- I believe you can currently grapple the skybox.

Filou wrote: I neither like such invisible walls so I came up with something different .. just try it
oh yeah mm I also have that skyZone-grapple problem
I tried around a while with physics volumes and stuff but the grapple is not beeing destroyed
anyways, the way the map is set atm nobody will grapple the sky twice so it's not too problematic![]()

I really have no friggin clue where the hell that could be causedShuriken wrote: - The terrain at a distance goes red.. this is strange, and never had it before. Anyone else get the same?

must be some kinda texture issue, it's a self made texture, and maybe I'm just going to replace it with a UT texture..
I guess there will be one last version coming these days, I'll then post it into the 'Submit finished maps for Chaos web site' topic in this forum

But for now it's only that texture-issue-ot-what-so-ever problem and that's not really a need to make a complete new version .. is it?
Let's close eyes open.
Actually this one is pretty important. MACs are very picky about how you name the maps and we have found out that if you don't follow this then it WILL NOT show up on the play/map list of anyone with a MAC. And we do have at least 3 MAC users here....LeFilou wrote:nopeShuriken wrote: - Name would be better if Duel-Elephunk... just to conform to standards![]()
Jb
hehe 
I'm really close to throwing out a last test version for you folks, but there's one problem I have with the sunlight actor ..
I finally found out I had to set it to 'bCorona' to get it to make the Chaos Lensflare
The thing is when I put it inside the map, the corona wanders along in front of the sun as you wander around in the map
then I found out I can also put the sunlight into the skybox itself, now the sunlight is allways fixed into the sky exactly in front of the sun, wich is good, but now there is no more lensFlare .. wich is .. well not good
Something I missed? Or is the only way to add it by placing the SL actor into the map ?
ah well .. I just couldn't help it
I startet off with replacing the terrain texture and searching the problem (I was using DXT3 and you should allways only use DXT1 for terrain textures
) to remove that redness .. and suddenly all those little ideas crept into my brain and demanded to be build asap!
hehe I couldn't resist
I redid the sky completely (to remove that über-huge sun) and replaced the trees with alive ones, those trees brought me on the path to build that small 'lake' back there .. and so on
please test it out and especially tell me if the performance is now ruined,
cause I somehow got into that emitter stuff, and once you start you can't stop
This is the last test version, and if nobody finds any bugs or alikes this will be final (this time for sure
)
You can download it here!



I'm really close to throwing out a last test version for you folks, but there's one problem I have with the sunlight actor ..
I finally found out I had to set it to 'bCorona' to get it to make the Chaos Lensflare
The thing is when I put it inside the map, the corona wanders along in front of the sun as you wander around in the map

then I found out I can also put the sunlight into the skybox itself, now the sunlight is allways fixed into the sky exactly in front of the sun, wich is good, but now there is no more lensFlare .. wich is .. well not good

Something I missed? Or is the only way to add it by placing the SL actor into the map ?

ah well .. I just couldn't help it
I startet off with replacing the terrain texture and searching the problem (I was using DXT3 and you should allways only use DXT1 for terrain textures

hehe I couldn't resist

I redid the sky completely (to remove that über-huge sun) and replaced the trees with alive ones, those trees brought me on the path to build that small 'lake' back there .. and so on

please test it out and especially tell me if the performance is now ruined,
cause I somehow got into that emitter stuff, and once you start you can't stop

This is the last test version, and if nobody finds any bugs or alikes this will be final (this time for sure

You can download it here!


Let's close eyes open.