Author Topic: obitus maps - NEW MAP IMMINENT FACE OFF 2013  (Read 17992 times)

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Offline Mustikki

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Re: obitus maps
« Reply #60 on: March 06, 2012, 08:40:59 pm »
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You could make the trap door in a place where cavalry can't get.
In a certain high angle of ladders or stairs are which cavalry can't go up.

Offline obitus

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Re: obitus maps
« Reply #61 on: March 06, 2012, 08:54:36 pm »
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Hmmmmm...great thinking!

I can't deny the allure of using a winch and dropping 20 enemies to their deaths.  Time to make a layout.

Offline obitus

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Re: obitus maps
« Reply #62 on: March 22, 2012, 08:46:17 am »
+1
Coming along quite nicely now.

Early screeny:
(click to show/hide)

The prototype trap is working very well after dealing with lots of funky physics from the terraforming.  So many test corpses...

Drowning solved the previously discussed cavalry issue!  Unfortunately I've discovered a bug in which a dismounted horse will not fall after having the trap door open underneath them.  Using this bug a player can dismount and then mount again and stay afloat, so no cavalry will be able to use the bridge.

Cavalry will instead have to jump the pit using a cav-only route...

Offline Jacko

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Re: obitus maps
« Reply #63 on: March 22, 2012, 04:25:05 pm »
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Looking good. Can't wait to see that trap of yours.
Monkeys!

Offline Digglez

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Re: obitus maps
« Reply #64 on: March 22, 2012, 09:13:35 pm »
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Tropical is one of my favorite battle maps.  I like the changes made to Glacier 2.0, but it still runs VERY poorly compared to other maps.

Offline Mr_Carpenter

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Re: obitus maps
« Reply #65 on: March 22, 2012, 09:24:54 pm »
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Tropical is one of my favorite battle maps.  I like the changes made to Glacier 2.0, but it still runs VERY poorly compared to other maps.
What do you mean with "runs very poorly"? I haven't really noticed any performance problems with it, if that's what you were up to...

Offline Digglez

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Re: obitus maps
« Reply #66 on: March 22, 2012, 10:51:49 pm »
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What do you mean with "runs very poorly"? I haven't really noticed any performance problems with it, if that's what you were up to...

25% or more FPS hit compared to other maps, even with particle effects turned off.  Virtually all of my settings are near minimum or performance settings.  I can run other games like TF2, Skyrim, etc in medium detail with steady GOOD Fps.

Offline obitus

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Re: obitus maps
« Reply #67 on: March 23, 2012, 02:49:42 am »
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Glacier is most likely maxing out a component of your system that most other maps don't max.

I'll update Tropical and Glacier at some point, removing small detail stuff from both of them, and shrinking the ladder-thwarting enormous invisible barriers.  I don't want to make everyone redownload Glacier for a while though (600kb).

Offline Digglez

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Re: obitus maps
« Reply #68 on: March 23, 2012, 04:49:42 am »
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if you need help testing it I'll be more than obliged.  Would just need instructions on how to get the map running for a bot battle on my computer

Offline Lichen

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Re: obitus maps
« Reply #69 on: March 28, 2012, 07:28:17 pm »
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If I can make sure everything will work, the next map will feature winch-driven trap doors to deep spike-filled pits.
Cool idea. Would be neat to have like an underground cave/dungeon map with pits of doom with fire or enough water to drown if you fall in, jumping obstacles, etc. Something much different from the standard maps. Maybe even have maze parts.

Offline Teeth

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Re: obitus maps
« Reply #70 on: March 28, 2012, 09:47:56 pm »
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Glacier is most likely maxing out a component of your system that most other maps don't max.

I'll update Tropical and Glacier at some point, removing small detail stuff from both of them, and shrinking the ladder-thwarting enormous invisible barriers.  I don't want to make everyone redownload Glacier for a while though (600kb).
Yeah that made me miss spawn last time I downloaded it. It was like 10 vs 10 that round with 120 players in the server.

Offline obitus

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Re: obitus maps
« Reply #71 on: March 30, 2012, 06:01:02 am »
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Yeah that made me miss spawn last time I downloaded it. It was like 10 vs 10 that round with 120 players in the server.

The last d/l actually wasn't my fault! :oops:  It is my fault the map is 600kb though.

Please accept my apologies.  New map is near completion at 154kb:

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ZOMG excav citymap???


One of the trapdoors:

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« Last Edit: March 30, 2012, 06:02:36 am by obitus »

Offline obitus

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Re: obitus maps
« Reply #72 on: March 30, 2012, 10:25:43 am »
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QUESTION!!!

I need to know how to make a prop inside-out permanently.

I know all mappers have at some point experienced props turning inside-out when using the invert button before placing them.  You can try it right now - click "Add Object", select a prop, then invert Z axis, then add it to the map.  It should be inside-out...but it doesn't stay inside-out.  Upon save and map reload, the mesh is of the same alignment but is right-side-out.

I know it's possible to save an inside-out prop...somehow I managed to accidentally do it to a tall wooden ramp support beam on tropical.

The beam appears normal in both cRPG edit mode and native edit mode, but it has a negative Z-axis value for its scaling.
  It appears inside-out only online, apparently???

Anyway, why do we want to be able to do this?

CAVERNS!  Look how well inside-out destroy_castle_B works as my trap's death pit:

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BUT I CANT SAVE IT  :cry: HALP
« Last Edit: March 30, 2012, 10:32:57 am by obitus »

Offline Jacko

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Re: obitus maps
« Reply #73 on: March 30, 2012, 11:00:53 am »
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I know now way of keeping them inside out. Shouldn't be to hard to come up with some other way for those 4 walls tho.
Monkeys!

Offline obitus

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Re: obitus maps - NEW MAP: Pitfalls
« Reply #74 on: April 01, 2012, 07:25:35 am »
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BUMP for new map, check original post for details.

This map is extremely unconventional so be sure to provide feedback.
« Last Edit: April 01, 2012, 07:27:35 am by obitus »