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I think this is 4 times the size of the maps for x5. I'll test it and say more (someday).
Those black blanks are lame. Stretched polygons will do the trick I guess..
It'd be a lot less noticable if they weren't there. Also, the background does not change the colour of the polygons outside the sewer. Strange..
I like to think of playing this map with 31 other bots. I would need a hug otherwise. Must, having, constant, fighting.Anyway, the visuals are uber spiffy.
I'm beginning to notice 45 degree blocks and 90 degree blocks don't work together (Polybug when trying to run from the flat end to the sloped end.)
There are no limit for polygons, but above 2000 will just be a competition for lagfuhrers.Visuals are soft, yet so hard, I like your style. You make your sceneries/textures by yourself?
Tryed fixing via invisible polygons already? Boosts your polygon count, but it's still worth it.
This looks waay too big but I really like your visuals. Those clouds can catch some FPS. P.S what a name for bot (Dildo Teabaggins
Rerelease this map when LinkDead is out. It would really fit for it.
This was like the map best update ever introduced to forums.soldat.pl.
Woa, really nice udpate! Now there aren't useless routes, and almost everything is playing. Really good work!
Nice looks/style, though lights are too flashy.I prefer much smaller maps. But for big it's good, working layout, all we need is mega crowded server.
The big scenery in front of the player; I refuse to play a map with lots of big opaque scenery in front of the player. A lot of other Soldat players would jump ship for the same reason.
Another one: I know this map is a b***h to waypoint, but you made 120ish waypoints over the 500 limit. That’s a recipe for disaster, and a reason why some waypoints bug.
You know how you had the bots fly up to the stat guns on the towers (a feature I like by the way) using like 30 wpts? I made the bots fly up there using ~12 waypoints from jumping, flying, to landing (I thank Keron for his instruction). If this map was smaller, you would have waypointed things fine; kudos for trying.
For studying waypoints, check out any of the default maps. Try to find the default maps wpted by Keron Cyst. Also, these two maps are fairly instructional:ctf_Preyhuntinf_LawrenceAbout polybugs. With the map I'll send you, you'll see one good method for fixing polybugs.