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Posted: Mon Sep 28, 2009 5:41 pm
by }TCP{Snowbird
Nice work, reject. Another thing, is to try and make ALL of your self made stuff, under myLevel. I even take some of the other things that I "borrow" and put them into myLevel. If you do not know what I mean by maLevel, I will explain, just ask. Frank

Posted: Wed Aug 04, 2010 10:23 pm
by Wigglebottom
Its been way too long but i finaly got it far enough for a good testing runs *Wiggle* The download is in the first post :P

Hope ya like the changes Apollo ^^ its got a bigger main room now. and adjustments to some stuff.
Anyone who is interrested can test it and see if its playable :P if i hear enough positive replies it can be added to one of the servers *wiggle*

Some screens:

Image

Image

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Posted: Wed Aug 04, 2010 10:50 pm
by partydevil
just add it to a server and check how it plays whit people
can be changed in newer versions latter on if they come.

Posted: Thu Aug 05, 2010 3:14 am
by rejecht
Quick comments:

* The map forces UT2004 to crash because of a missing package 'Wiggespace'.
I got around it by loading it in the editor.

* The window glass isn't always easy to see. It should be more static in appearance.

* Several bot path errors listed that should be looked into.

* Brush errors regarding missing material; could be related to missing package.

* Lifts should have LiftExit and LiftCenter actors.

http://udn.epicgames.com/Two/NavigationAI.html
http://wiki.beyondunreal.com/Legacy:Pathing_Lifts

Suggestion: Use myLevel more. WigglesFirstMovers.usx is just 48 kB. If it were a gigantic package of stuff, which were to be used by all of your maps in a big project, only then consider external packages. Right now you get problems like these; forgetting to include packages, more stuff for people to copy, and since the packages are so small, there's no loss in adding them to myLevel.

Posted: Thu Aug 05, 2010 9:04 am
by Wigglebottom
arg x.X i fail once more.
realy dunno what Wiggespace is but i'm gonna have to look for it a bit.
the botpath errors are the ones who float too hight (and the ones on the lifts). the ones floating were needed for the jumppads that trigger glass ground.

The glass has been bothering mee for a wile, it either gets too blurred so ya can bearaly look trough it or its bearaly visible (as it is now mostly) I could try to make it unaffected by the lighting but i dunno if that will solve anything. might be as visible as they are now. if they are very bothersome i could make em blurrier.

thanks for the test and the help Rejecht ^^ i will remove the download and will see how far i will come with fixing it today.

*Edit* found what wigglespace is :P Origionaly i wanted to have some stars outside but eventualy threw the idea into a bin. Now it comes hounting me again :P its a texture i fergot and ya probebly wont find unless ya check in the editor. well that solves problem no.1 ^^

Posted: Thu Aug 05, 2010 10:19 am
by partydevil
Wigglebottom wrote:i will remove the download
LOL xD

Posted: Thu Aug 05, 2010 10:38 am
by Wigglebottom
}TCP{partydevil wrote:
Wigglebottom wrote:i will remove the download
LOL xD
ya , the map gives an error , pretty useless to keep the download open -_-

now that i found the missing pacage i've begon working on the lifts again. thoug the LiftCenter is bugging me. *wiggle* it keeps complaining its not linked to a lift its tag is linked to the mover. (the LiftExits doesn't though) once i enter the mover into the event it seems to make my lift and the LiftExit/Center invisible -__-. so i'll be buisy with it for a while more.

Posted: Sat Aug 07, 2010 6:05 am
by }TCP{Snowbird
Hi WIggle, from the screenies, it looks like a nice level.

A suggestion with the windows. You could combine the texture of the window, with another texture. there are several "dirty glass" textures already made for this purpose. I am sorry I can not point you in the right direction right now.

Good luck wwith this, and do not give up. Frank

Posted: Sat Aug 07, 2010 1:25 pm
by partydevil
he has been playing whit the glass and lighting for month's xD
he doesn't give up on maps so fast =P

Posted: Sun Aug 08, 2010 3:28 pm
by Apollo
I hope everyone dosent get that much rocket ammo. :shock:

Glad to see your going to finish it m8. Will be good to test it when its finished. :)

Posted: Wed Oct 20, 2010 5:19 pm
by Wigglebottom
After loads of trying i finaly got the hang of the Zone stuff, so i can finaly continue with the map. the only thing now is bots+lifts dont mix but thats not a big problem, should be played with people anyway *Wiggle*

Evidence of zone creation:
Image

Posted: Thu Apr 05, 2012 10:30 pm
by Wigglebottom
Alright, i will make it short and understandable...somewhat *Wiggle*
The }TCP{Apollo map...ok...he is not in tcp no more but still in our hearts ^^ So i didnt get to fix the area's...and i did slack on it for about a year...but with no ferther delay i give you }TCP{Apollo_Alpha

Posted: Thu Apr 05, 2012 10:31 pm
by Wigglebottom
oops x.x added it twice *Wiggle* ignore one of em

Posted: Fri Apr 06, 2012 1:23 pm
by }TCP{Wolf
Wigglebottom wrote:oops x.x added it twice
fixed... btw you're a portal uploader and not using your privileges :P

Posted: Mon Apr 09, 2012 8:46 pm
by Wigglebottom
heh ^^; yeah, i am a mess when it comes to technical stuff *Wiggle*