I got an evil duel map idea, but no skills to make it.
To answer your question...
No it is not possible. Unless someone out there knows something about overriding movers and their paths...
I'll get on the changes soon. I have a busy day today so your update might take a little longer than usual.. sorry bout this...
-Defilus
No it is not possible. Unless someone out there knows something about overriding movers and their paths...
I'll get on the changes soon. I have a busy day today so your update might take a little longer than usual.. sorry bout this...
-Defilus
"The most wasted chunk of flesh is your own."
-Anonymous
-Anonymous
Duh! Me and a buddy were talking about the map earlier and he mentioned having a trigger sitting inside the player spawn to bring the platforms back up(not the best idea IMO, but read on)
That just gave me an idea, could a trigger be set up just above the lava volume to start moving the platforms back up so they're reset for the next round?
Figured have the trigger just above the lava volume so a falling player would trip it right before they died
Went digging around some other forums asking how this could be done and I got this response:
That just gave me an idea, could a trigger be set up just above the lava volume to start moving the platforms back up so they're reset for the next round?
Figured have the trigger just above the lava volume so a falling player would trip it right before they died
Went digging around some other forums asking how this could be done and I got this response:
You can "connect" your LavaVolume (or any volume for that matter) to a Trigger by setting the volume's AssociatedActorTag to the trigger's Tag; then, the associated trigger will behave as if it was touched by a player falling into the volume.
here's how I would deal this, simple as is
Because the problem with that Volume is that not allways one will fall down (in fact I believe this map will tend to end in time-overs with both players removed ..) but it could possibly happen that they kill each other with the weapons, so no 'actor' would touch the volume. (dead bodys don't trigger ..)
Doing it like I described would asure the movers to be there where they should on every roundBeginn without needing any code or whatever.
Also I don't think it's too much of a problem if the players could trigger the movers during fight, because by that über-short time amount they would be hovering there they wouldn't make up much of an advantage for neither one.
You just give them a retriggerDelay so when someblody swings around one of the triggers again and again he won't cause the mover to flicker up and down ..
(but short enough so they can be retriggered at next roundBegin even when someone doesn't grapple at all and just falls down and dies)
Hope this helps; anyways, I'm sorry but I still think it's a funny idea that is, unfortunately, only funny for the first time you enter the map .. or someone else
Also with that room being up 8k U-nits high I don't think anybody can be that slow with his grapple, only if he'd never played Chaos before
edit:
I was talking about using the meele weapons of course, with ranged weapons it kinda works
I just play tested it, and I like that design, lookin really nice.
I've got a different idea just right now, it somehow changes the map completely but .. somehow not ..
look:
You build a floor like where those movers are right now but you build that floor out of square movers (not too big, not too small) that act exactly like them movers in the map right now.
-> A player touches one square and has something like 3 seconds until it rushes down into the lava, so the players will have to be in constant movement, jumping and dodging around ..
After some seconds the square comes back up to take it's place in the 'floor' ..
Just an idea
- You make them movers, but the 'initial' state is not up there where the players start, but down down in the lava.
- So now you place them playerStarts somehow in some place where the players won't be able to reach them too often during the fight.
Like in some 'tube holes' in the ceiling or whatever .. not even really neccessary (see down below) - Right under each playerStart you put a trigger that triggers each according mover to come up to its place like they are in the pics, that 'initial' position where the players should start.
- Now the round starts, the players spawn and trigger the movers to come up, the players land on them, and have 3 seconds or whatever time to grapple before the movers rush down into the lava again.
Thing is: the playerStarts shouldn't be too high above the 'initial' positions, because then ... you could as well leave out the movers
Because the problem with that Volume is that not allways one will fall down (in fact I believe this map will tend to end in time-overs with both players removed ..) but it could possibly happen that they kill each other with the weapons, so no 'actor' would touch the volume. (dead bodys don't trigger ..)
Doing it like I described would asure the movers to be there where they should on every roundBeginn without needing any code or whatever.
Also I don't think it's too much of a problem if the players could trigger the movers during fight, because by that über-short time amount they would be hovering there they wouldn't make up much of an advantage for neither one.
You just give them a retriggerDelay so when someblody swings around one of the triggers again and again he won't cause the mover to flicker up and down ..
(but short enough so they can be retriggered at next roundBegin even when someone doesn't grapple at all and just falls down and dies)
Hope this helps; anyways, I'm sorry but I still think it's a funny idea that is, unfortunately, only funny for the first time you enter the map .. or someone else

Also with that room being up 8k U-nits high I don't think anybody can be that slow with his grapple, only if he'd never played Chaos before

edit:
I was talking about using the meele weapons of course, with ranged weapons it kinda works

I just play tested it, and I like that design, lookin really nice.
I've got a different idea just right now, it somehow changes the map completely but .. somehow not ..
look:
You build a floor like where those movers are right now but you build that floor out of square movers (not too big, not too small) that act exactly like them movers in the map right now.
-> A player touches one square and has something like 3 seconds until it rushes down into the lava, so the players will have to be in constant movement, jumping and dodging around ..
After some seconds the square comes back up to take it's place in the 'floor' ..
Just an idea

Let's close eyes open.
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TY oh so very much Filou!!!! this helps immensely. new version should be up by thursday night since ive been doing some mappin for other games XD
I forgotted that i could trigger a move UP to the players.
silly me
So far its looking great, and the stayopentime for movers is now set to 2.5 seconds, and the movetime is set to .75 seconds (to avoid the players falling too far and sustaining lots of boo boos.)
thanks for all your support fellas. Glad you enjoy the map!
Filou i like your idea
we should both ask kyl to see if we can make another version of this map... heh heh heh 
EDIT: i might try using the bactivateonceonly option to prevent players from triggering more than once per round
dont know if this will result in it NEVER working AGAIN though 
I forgotted that i could trigger a move UP to the players.


So far its looking great, and the stayopentime for movers is now set to 2.5 seconds, and the movetime is set to .75 seconds (to avoid the players falling too far and sustaining lots of boo boos.)
thanks for all your support fellas. Glad you enjoy the map!

Filou i like your idea


EDIT: i might try using the bactivateonceonly option to prevent players from triggering more than once per round


"The most wasted chunk of flesh is your own."
-Anonymous
-Anonymous
Doublepost! but again with good reason...
New version of the map is up!! (its near final, with only a few minor things here and there)
http://www.geocities.com/thezerginator/Duel-Tower.zip
REMEMBER TO RIGHT CLICK AND SAVE AS!
New version of the map is up!! (its near final, with only a few minor things here and there)
http://www.geocities.com/thezerginator/Duel-Tower.zip
REMEMBER TO RIGHT CLICK AND SAVE AS!
"The most wasted chunk of flesh is your own."
-Anonymous
-Anonymous
Movers are a lot better now(tho it still seems like the platforms barely come back up in time, but they do, so no complaints)
2 things tho

1. Weren't you gonna move the highlighted ledge(and the other 5) down to original location? To the area marked by the yellow square
I'd like to see it moved back to there and modified so that the wall-thingies(green squared) looked like they were built into the ledge
2. What about the curved support beam I suggested? (light blue square)
Still gonna do that?
I know I'm being picky and a bit of an *ss. Just bear with me for a bit longer
2 things tho

1. Weren't you gonna move the highlighted ledge(and the other 5) down to original location? To the area marked by the yellow square
I'd like to see it moved back to there and modified so that the wall-thingies(green squared) looked like they were built into the ledge
2. What about the curved support beam I suggested? (light blue square)
Still gonna do that?
I know I'm being picky and a bit of an *ss. Just bear with me for a bit longer

That's (partly) where that idea came fromFurrySound wrote:In one of our Chaos maps (DM-CE_DesolateDominion) we have a pit similar to that. The Double Amp is in the middle of it, if the floor is hit with any weapon, it drops into the lava, taking the player with them

Looking so cool when them bricks fall down

Let's close eyes open.
1. You mean the ledges, the wall thingies or both?Defilus wrote:Kyl- Im thinking about removing those things altogether since players can stnd on top of them![]()
2. Regardless, I think the wall thingies should stay, but maybe modify them so that players just slide off instead(they really add a nice touch to the theme, and the wall would look too barren without)
Ya might have forgotten, UEd gremlins might have eaten them, I dunnoAnd i added the support beams in. I don't know why they're not there.
Oh, you should probably remove that gorge conecpt pic out of the utx before anyone out there throws a fit(not like we need it anyway)
Hammered out a quick map description for it:
Welcome to the Tower. One of the most unforgiving of all the Duel areans. This arena requires knowledge of how to use a Grappler. Failure to know its uses will result in a rather gruesome death. Enjoy your stay, no matter how short it may be Creator: Defilus Concept: Kyllian
Nice =)
I have a new version uploaded, so give it a try. I changed a few things around, added thx for whoever made the picture (just a general ty, and this is not ours kinda deal) caus ei relaly like that picture there
Everything is nearly in place. I just need to know how to make a fading level preview =o
I have a new version uploaded, so give it a try. I changed a few things around, added thx for whoever made the picture (just a general ty, and this is not ours kinda deal) caus ei relaly like that picture there

Everything is nearly in place. I just need to know how to make a fading level preview =o
"The most wasted chunk of flesh is your own."
-Anonymous
-Anonymous
TA DA:Defilus wrote:Nice =)
Everything is nearly in place. I just need to know how to make a fading level preview =o
http://www.leveldesigner.com/index.php? ... doc&ID=173
Jb