Poll: Skyline

The time is right for a suicide!

Keep Skyline as small as possible?

Make a new secret base, but not at ground level?
4
40%
No, let's have a way to jump to street level and elevator and explore shops, city etc? Bar, Base inside towers halway up etc?
2
20%
Some other idea, What would you do?
2
20%
Make DXSG_SiloTheDayAfter instead, give me the map, I'll have it done by Xmas!
1
10%
No killing zone, infinite bio,choose the song and Im a turn this into RPGcity5?
1
10%
Just use one of Locke's 4 tower suites to be a secret base, dont expand the map at all?
0
No votes
 
Total votes: 10

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chin.democ.
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Re: Poll: Skyline

Post by chin.democ. »

I don't know how you make such big maps Shadow, I seem to always get problems with maps over 4.7 Megs or so. Anything from BSP holes to the latest builds not loading in the editor.
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Re: Poll: Skyline

Post by Darma »

ued2 is more stable
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ShadowRunner
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Re: Poll: Skyline

Post by ShadowRunner »

~[FGS]SaSQuATcH~ wrote:you're right, a direct route is useful but the original map will need to suffer a major modification which you might not even want :oops: or perhaps you do?
ok not something solid, but a shuttle ride, tractor beam/ray, a radio mast near the ufo, a gravity-rifle which can only kill in the sky area above ufo and cant shoot through the ufo... or kill people underground in Locke's map...

And ye chinny, I noticed people having probs after 5meg. I use UED1, deus ex sdk the one with the patch (latest)
I think what Nobody says about movers being so close is true.
It could be hardware
More likely luck of the draw on installation sometimes I had install issues.
I think not being stupid helps, if you can not cram like 998 brushes into the south west corner of your map.
I have a hunch the BSP on twinz is simply the tower solid brush unnecessarily overlaps a helipad or something by 16 units.
Stuff like that gave me a lot of error early on, I was like "grid? wha..."
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Re: Poll: Skyline

Post by Darma »

this plague, the rioting
no wait, why do I write that?
I wanted to say: warpzone allow a direct link without major modification
not especially in a stargate and desactivatable like I did.
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Re: Poll: Skyline

Post by ShadowRunner »

Is it possible to see a fraps video of warpzone in action, I am not quite sure how this works...
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~][FGS][Nobody~
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Re: Poll: Skyline

Post by ~][FGS][Nobody~ »

If you're familiar with DXSG_GODZ_A51+Smuggler_V3, then you know what's up with warp zones.
They interconnect two endpoints.
For instance.. if you have two corridors with dead ends, you can connect them in a way that it looks like they were one corridor.
That technique enables hilarious connections inside the level.

For instance, you make a corridor-like hole into the dead end of the bunker and a second one into a wall in the secret base.
Then you connect both holes with warp zones and in the game you go into the bunker and from there you can look into the secret base and also enter it.

They work perfectly awesome in singleplayer.
However, they are kinda buggy in Multiplayer, eue to movement replication..
Nobody is perfect...
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Re: Poll: Skyline

Post by ShadowRunner »

Ah, there's warpzones in Area51Bunker_V2 or V1 then. I remember. Good explanation, thank you, I now speak warpzone.
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