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Cozmo
Power/3D
![Power/3D Power/3D](./images/ranks/3.png)
Posts: 276 Joined: 08 Apr 2010, 22:00
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If ANNA doesn't already set any StopOnEncroach movers to IgnoreOnEncroach when the game starts, then that sounds like a really good thing to include. (Assuming changing it during play works)
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ShadowRunner
It's over 5000!
![It's over 5000! It's over 5000!](./images/ranks/10.png)
![User avatar](./download/file.php?avatar=196_1297293203.jpg)
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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[FGS]Chees wrote:not a massive issue tbh as this is a guide of basic things to check when mapping ![:-D](./images/smilies/003.gif) you could have just said make door setting to Ignore on Encroach! instead of a massive Message! Nice observation though PSullivan it's a handy tip for the new mappers ![Very Happy :D](./images/smilies/icon_biggrin.gif)
Chees, no disrespect, but Phillip made Tunnel Network and he's giving his time to try to be helpful. This clan and forums would be dead without its guests, so probably it's not worth pulling someone up on their first post here, when no-one actually said welcome to him. Is it really that long? Anyway, I shall mind my own business, sorry all. Secondly, it's correct in saying it is not always true that swing doors are buggy, I've never had an issue with this. If I have ever had issues with movers, it came from cutting corners and messing with the pivot, or not building it properly in the first instance. Where you have two sliding doors make one entrance, that in fact can be buggy due to the proximity of movers to each other. When I am asked to fix people's maps it's always a pivot or build issue.
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Mastakilla
!Lysergsäurediethylamid!
![!Lysergsäurediethylamid! !Lysergsäurediethylamid!](./images/ranks/1337.png)
![User avatar](./download/file.php?avatar=683_1349975273.jpg)
Posts: 1825 Joined: 27 Jan 2009, 21:01 Location: 'Ton Hotel
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PSullivan wrote:@Poor: agree
@Chees: Yea I could've shortened it but I wanted to make sure that people don't think that simply swinging doors are buggy in MP. *Any* door set to StopWhenEncroach will be buggy in MP, provided that the door physically collides with a player while moving.
SERIALKILLA!
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[DXA]avatar
Principality/2C
![Principality/2C Principality/2C](./images/ranks/2.png)
![User avatar](./download/file.php?avatar=703_1335892715.jpg)
Posts: 181 Joined: 13 Apr 2009, 20:38
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Mastakilla wrote:PSullivan wrote:@Poor: agree
@Chees: Yea I could've shortened it but I wanted to make sure that people don't think that simply swinging doors are buggy in MP. *Any* door set to StopWhenEncroach will be buggy in MP, provided that the door physically collides with a player while moving.
SERIALKILLA!
MASTAKILLA!!! xD o ye sorry for not welcoming you dude ![Very Happy :D](./images/smilies/icon_biggrin.gif) ! ... WELCOME!
avatar, I'm gonna HUNT you down with my FGS-Sentinels! :P
~][FGS][Nobody~
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Vexus
Principality/2C
![Principality/2C Principality/2C](./images/ranks/2.png)
![User avatar](./download/file.php?avatar=670_1309811640.png)
Posts: 247 Joined: 11 Oct 2008, 01:35 Location: California
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Chinny, you are a mapping genius, thank you for this excellent advice and mapping technique perfection ideas. Love it!
ShadowRunner wrote:lolz, the mayhem of this thread is huge...
~][FGS][Nobody~ wrote:Is there anything I can put in your mouth to make you stop talking rubbish? ![Eh? :-s](./images/smilies/eusa_eh.gif)
[FGS]Kalman wrote:Lol I thought for 2-3 months everybody talks like a sir here, then I realised it's the forum's censorship
~][FGS][Nobody~ wrote:Oh my god.. why are small minded people just so... SMALL MINDED! ![Brick wall ](*,)](./images/smilies/eusa_wall.gif)
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jager774
THIS IS SPARTAAA!!!
![THIS IS SPARTAAA!!! THIS IS SPARTAAA!!!](./images/ranks/3.png)
Posts: 358 Joined: 02 Dec 2011, 22:07 Nationality:
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VexusPwnZj00 wrote:Chinny, you are a mapping genius, thank you for this excellent advice and mapping technique perfection ideas. Love it!
! 4gr33 w17h j00 Vexus. When i make my next map/ finish the current one ill probably use this, i never add cabinets for instance, after reading this i definitely will:D
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~DJ~
Teh 1337'
![Teh 1337' Teh 1337'](./images/ranks/gay.png)
![User avatar](./download/file.php?avatar=643_1290508949.gif)
Posts: 2647 Joined: 29 Jun 2008, 13:18
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That Resident Evil Mod———— ~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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ricci
Angel/0A
![Angel/0A Angel/0A](./images/ranks/bug.png)
Posts: 17 Joined: 04 Jan 2014, 20:30
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I'm not a mapper myself but from what I noticed in newer maps is there is no thought process on where they are giving free bio, free medkits, where they are putting the repairbot or med bot. Most maps they are thrown everywhere and it completely disorients the gameflow. If you want a good map you need good gameflow. If you want good gameflow you need to position your resources strategically. Most maps use fire barrels for decoration, fire barrels add another dynamic to someones game if properly positioned. I'm not a mapper but I got a lot of hours playing maps and I consider myself a good gameflow guy. If you need advice on where to position resources for a good augged map, give me a shout.
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anax
Throne/6G
![Throne/6G Throne/6G](./images/ranks/6.png)
Posts: 942 Joined: 11 Apr 2012, 23:06 Location: England Nationality:
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ricci wrote:I'm not a mapper myself but from what I noticed in newer maps is there is no thought process on where they are giving free bio, free medkits, where they are putting the repairbot or med bot. Most maps they are thrown everywhere and it completely disorients the gameflow. If you want a good map you need good gameflow. If you want good gameflow you need to position your resources strategically. Most maps use fire barrels for decoration, fire barrels add another dynamic to someones game if properly positioned. I'm not a mapper but I got a lot of hours playing maps and I consider myself a good gameflow guy. If you need advice on where to position resources for a good augged map, give me a shout.
i've got about 2 maps to complete and 1 close to finnish, i'd like some resource advice when i come to release them as test betas, is that cool yo?
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
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Mastakilla
!Lysergsäurediethylamid!
![!Lysergsäurediethylamid! !Lysergsäurediethylamid!](./images/ranks/1337.png)
![User avatar](./download/file.php?avatar=683_1349975273.jpg)
Posts: 1825 Joined: 27 Jan 2009, 21:01 Location: 'Ton Hotel
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ricci wrote:I'm not a mapper myself but from what I noticed in newer maps is there is no thought process on where they are giving free bio, free medkits, where they are putting the repairbot or med bot. Most maps they are thrown everywhere and it completely disorients the gameflow. If you want a good map you need good gameflow. If you want good gameflow you need to position your resources strategically. Most maps use fire barrels for decoration, fire barrels add another dynamic to someones game if properly positioned. I'm not a mapper but I got a lot of hours playing maps and I consider myself a good gameflow guy. If you need advice on where to position resources for a good augged map, give me a shout.
I'm not sure how many maps have come out lately that were built with ATDM in mind, but I'm sure as of late people are starting to think about those things more when creating a map. I'll agree that this wasn't always the case and for that reason alot of the costum maps from the past are useless when it comes to 'classic' dxmp. Maybe someone should revisit some old favourites and convert it for augged play, and not by just throwing some repairbots and biocells around, lol
![Image](http://fanaru.com/disgaea/image/59023-spinning-prinny.gif)
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ShadowRunner
It's over 5000!
![It's over 5000! It's over 5000!](./images/ranks/10.png)
![User avatar](./download/file.php?avatar=196_1297293203.jpg)
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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I looked at my old maps and felt it was better to start fresh, since it is not just content, but how you constructed as well, that matters to performance. I am building an ATDM map based on an area of Black Mesa, roughly Silo/smuggler sized, but with only about 50% outdoors.
I totally agree with you, but I think in the past there has been a tendency for auggers to dismiss a map by looking at it, rather than playing at it. Also I think it is impossible to cater for every aug in one map and balance everything else, so really it is about the selection of maps as a whole. I think we are at the stage where we can build playable atdm, but so far with a few exceptions, most maps follow the concrete military base approach, it's almost as if you can't get a map taken seriously, unless it is grey and looks like a military base of some sort. Players seem to only respond to a non-public environment and a fairly "macho" looking one.
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