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 Post subject: cp_Factory
PostPosted: Wed 17 Aug 2011, 15:51 
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Joined: Mon 27 Jun 2011, 20:08
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Fairly small, square map. Spawn areas are the top left and bottom right corners. Supports all game modes, though I would mostly recommend battle or CTF. Note that this map is slightly unfair at the moment - it's theoretically symmetrical, but you can only drive vehicles up some of the slopes due to strangeness in the way Subvein handles them. I'd recommend not playing CP on it at the moment because the constrained vehicle movement makes things difficult.

EDIT: Updated. Reduced the height of the side balconies, which brings the slope to the lower (inside) balcony down to .5 (from .75), which will hopefully avoid the slope bug for almost all vehicles. Have fun driving cars off ledges like a maniac. Also fixed some errant spawn zones and put coloured lights in the rebel/scientist spawns, just so it's totally clear.


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Last edited by Hekatonkheires on Tue 23 Aug 2011, 20:29, edited 1 time in total.
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 Post subject: Re: cp_Factory
PostPosted: Wed 17 Aug 2011, 18:04 
Super Mutant
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Joined: Thu 30 Sep 2010, 22:07
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Location: Münster, Germany
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Looks good so far, though I haven't tested it in game.
For the slopes, they cannot be too steep to drive on them, also you need to CAREFULLY remember the height of each step of the stairs in the editor. The height cannot .75m I think. Afterwards create the gradient to have a smooth slope. Also, it sometimes helps if you do not extend the gradient to the floor but stop it on the last step.

Also: there is a bug in Subvein (I do not know if it has been fixed) that allows the same slope to be driven in one direction, but when turned 90° or 180° in the editor, you cannot access it by car.

Cheers,
chross

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 Post subject: Re: cp_Factory
PostPosted: Wed 17 Aug 2011, 19:04 
Super Mutant
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Joined: Mon 04 Oct 2010, 11:53
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Yeah, Highest amount a car can go up is .75, IF it's going top speed (This excludes Flatbed, Camper, and Radar Truck). You usually want to go with .50 slopes to allow all cars to go up small ramps, For very long ramps, It might be a problem with flatbeds going up it (Example is bx_Keep, All other cars have almost no problem going up the ramps to the castle walls, But the flatbed doesnt have enough momentum to make it up) The highest a mutant can walk is 1, The highest he can jump is 2 (Actually 2.25, But that's because of a certain glitch that most people dont know about, And since most people dont know about it, I suggest not using 2.25 tiles for jumping) Also, Be sure to mess with the collision properties to prevent people from spawning cars outside of the map (Yet another glitch), And Finally, be sure to Use lighting and effects to your advantage, I dont know if you have effects on your map, But they really add to the map.

Nice to see another map maker :D
And Welcome to the forums.

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 Post subject: Re: cp_Factory
PostPosted: Tue 23 Aug 2011, 20:32 
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Joined: Mon 27 Jun 2011, 20:08
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Made a couple of changes, see the edit in the first post. Most importantly, fixed some old spawn zones sitting in stupid spots, and made the slopes less steep (and consequently the balconies slightly less high) as a work-around for the slope bug.


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 Post subject: Re: cp_Factory
PostPosted: Wed 24 Aug 2011, 11:47 
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Joined: Mon 04 Oct 2010, 11:53
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You're welcome for the tips :P (You're new anyways, So you wouldnt know the heights.. :D)

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 Post subject: Re: cp_Factory
PostPosted: Wed 02 Nov 2011, 17:58 
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Joined: Sun 15 Mar 2009, 03:50
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Location: Sydney, Australia
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Hey man this map looks pretty nicely polished from the looks of things. I'll check it out when I get home. Also welcome to the forums (bit late I know :p ).

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