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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Bridge [r2]
"Spawnpoints" is just setting the actor's Pos to whatever you want before you add him to the scene.
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Mon Nov 24, 2008 6:42 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Bridge [r2]
Since I'm taking a break from my main mod, I'm gonna mess with some simple lua stuff. Primarily, I'll be taking non-lua maps and adding some sort of lua functionality to them. In this case, I could try to figure out how to limit the drop zones of the two sides.
If that's alright with the author, anyway.
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Mon Nov 24, 2008 7:06 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Bridge [r2]
reminds me of canyon, which was one of my favourite maps ever.
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Mon Nov 24, 2008 8:26 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Bridge [r2]
EDIT: Bloody hell double post. Delete this or something.
Last edited by numgun on Mon Nov 24, 2008 1:37 pm, edited 1 time in total.
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Mon Nov 24, 2008 12:53 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Bridge [r2]
numgun wrote: This map is epic. Its very suitable for 2 player matches too.
I could suggest some more details for the bunkers and possible more stuff on top of the bridge and some emergency access platforms under the bridge and stairs leading to said platforms. EDIT: Say, can I include this map with the BW:Mercenaries mod as a deathmatch map? When I get to the point that DM part is done for the mod, I'll try to make a CTF gamemode too. and this map would suit that perfectly.
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Mon Nov 24, 2008 12:55 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Bridge [r2]
Yay another version of this =3 Cant wait to try it =D
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Mon Nov 24, 2008 1:28 pm |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Bridge [r2]
numgun wrote: Say, can I include this map with the BW:Mercenaries mod as a deathmatch map? Darlos9D wrote: If that's alright with the author, anyway. absolutely I don't care if people base their maps on mine or use my backdrops or do whatever, as long as credit is given.
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Mon Nov 24, 2008 5:18 pm |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Bridge [r2]
I remember a map that used these modules, but it was a really deep, thin hole. Also I remember Acrid Canyon, that was my favorite map.
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Mon Nov 24, 2008 9:19 pm |
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ToonyMan
Joined: Thu Sep 14, 2006 10:44 pm Posts: 488 Location: bay12forums.com
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Re: Bridge [r2]
Fun map, I play it constantly.
BLUE RED
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Tue Nov 25, 2008 6:34 pm |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Bridge [r2]
Prod wrote: I remember a map that used these modules, but it was a really deep, thin hole. probably my gimmick map "pit", though I seem to have accidentally deleted my last copy of it
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Tue Nov 25, 2008 10:25 pm |
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Woose1
Joined: Sat Nov 01, 2008 4:34 am Posts: 90
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Re: Bridge [r2]
erm.. can you release a version that wraps x-axis? Or tell me were that certain command line is located? seems like base is split in two.
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Wed Nov 26, 2008 12:44 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Bridge [r2]
Its pretty much meant to be split in 2 =/ I liek that though
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Wed Nov 26, 2008 12:46 am |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Bridge [r2]
It's laggy for me, and that's because of how big this map is, so I would say it'd be better to have human vs. human over human vs. CPU. Great battles could be fought in the indoor part of the bridge. Hell, great battles could occur all over the damn map. Oh yeah, would you consider turning this map into a mission in any way, Cambiogris?
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Wed Nov 26, 2008 1:03 am |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Bridge [r2]
Woose1 wrote: erm.. can you release a version that wraps x-axis? Or tell me were that certain command line is located? seems like base is split in two. open cgMapBridge.ini, find WrapX (I think that's it?) and set it = 1. The terrain may be a bit odd at the junction, but hopefully the tunnels will properly line up. Prod wrote: It's laggy for me, and that's because of how big this map is, so I would say it'd be better to have human vs. human over human vs. CPU. Great battles could be fought in the indoor part of the bridge. Hell, great battles could occur all over the damn map. Oh yeah, would you consider turning this map into a mission in any way, Cambiogris? What's your CPU? I designed this on a modern C2D so I guess that could be a problem for some. I'll probably leave the mission-making up to Darlos, Numgun, or anyone else that wants to because finals are coming up and I will be pretty busy. Plus I haven't done any Lua yet.
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Wed Nov 26, 2008 1:08 am |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Bridge [r2]
Iunno what my CPU is, just that it's pretty damn old and can't run games newer than 2003.
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Wed Nov 26, 2008 1:35 am |
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