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Posted: 19-04-2003 23:33
by gutterflower
im gunna darken the walls as soon as i find out how
Posted: 20-04-2003 00:00
by Armagon
The map is looking great. But thus far I have noticed a few things that you should take into consideration.
1. The ball visibility
I have noticed that it is sometimes difficult to see the ball against the checkered wall. I know that you are hoping to change the ball skin into a plain blue ball (representative of sonic), and I think yes, it would be perfectly fine with a blue ball. But if you are unable to do this you may need to either:
A. Darken the wall texture.
B. Replace it with a different texture.
2. Hovering Spikes
In the Red right corner there are some spikes at the top which are hovering a bit off the ground, you may wanna fix this.
3. Hovering Tree
On the left side (red's left) on the higher area there is a tree hovering a fair beight off the ground.
4. Hovering Platforms
On the red side, the base of every platform and obstacle is hovering.
5. No team indication
Having looked at the map thoroughly I have noticed one thing that is very important. There is no way to tell which side is which. Granted that there is going to be a radar people can use, but you should still have some indicator other than that. Perhaps a team banner between the two palm trees behind each goal?
6. No spring sound
I imagine you were planning to give the springs sound before, but I thought I'd point it out anyway.
All of these except for perhaps no.5 are minor bugs. But the map would be better with these sorted out.
Posted: 20-04-2003 00:01
by Armagon
Here is an image that shows just how hard it can be to see the ball. The only real indication that the ball is there is the green arrow pointing it out. Otherwise you'd probably not notice it.
Posted: 20-04-2003 00:05
by Armagon
Here are the hovering spikes.
Posted: 20-04-2003 00:05
by Armagon
The hovering tree.
Posted: 20-04-2003 00:06
by Armagon
Notice how all the platform bases on red side are hovering?
Posted: 20-04-2003 00:08
by Armagon
And here are some ideal places to put team banners, indicating which side is which color.
Posted: 20-04-2003 00:29
by gutterflower
hehe thanks for the replies, ive established the ball isnt changeable, so the texture has already been changed, its slightely less attractive but you can see the ball/text perfectly, as good as lowcube now.
second all the stuff flying is supposed to be flying, trying playing the map without the fly cheat, u wont be able to tell anything is flying, the upper part is all an illusion to make it look good.
as for team indicators i agree with you, what i really want is (if you know them) the sonic and knuckles symbols from sonic adventure 2, they are fantastic and would look great on the walls, i have yet to find them though, real bummer. it would be perfect.
i have a spring sound.. but according to a friend the sounds have to be a certain birate and everything....i have no idea how to convert them to the right format...so i couldnt import them, any help here would be great

Posted: 20-04-2003 01:41
by DiStUrbeD
Something like this?
Posted: 20-04-2003 01:41
by DiStUrbeD
Or more like this?
Posted: 20-04-2003 12:04
by Chrisfu
I'm sure there's a mutator to change the ball? Get Rens to hack it up for you and package it with the map.
Posted: 20-04-2003 12:53
by Armagon
Yer I have seen mutators in which the ball is changed. One of them turned tha ball into a jack-0-lantern head.
I have also seen a few levels where the mutator was integrated and you required it in order to play the level, so it should be possible for you to change the ball AND keep the nice original textures. So basically you'd have to be sure to include the map AND the mutator.
Posted: 20-04-2003 13:24
by gutterflower
yea but it would be awkward to get the mutator to run on servers when the map starts, i dont know if thats possible as people wouldnt want the ball for every map.
the signs i wanted were from sonic adventure 2, when you start a state you et a big sonic/knuckles in ball while it announces the name of the stage, they are great
Posted: 20-04-2003 15:37
by Armagon
It's actually possible to integrate the mutator into the level so that the level will not work without it. The server doesn't need to have the mutator active for all games, but as long as the server has it, it would work.
I'm not sure if I made myself very clear on that so I'll explain further.
Usually mutators have to be added to the game whilst setting it up, and they apply to every level played as long as those server settings remain the same. Now in the case of an integrated mutator, it needn't be set up before hand. You just need to make sure that you have a copy of it. A level with an integrated mutator will not load up if it is missing. So basically you just need to make sure you include the mutator with the map, and set it up that the mutator is loaded whenever that level comes on.
Unfortunately I wouldn't have a clue how to do this since I have no mapping experience but I know it can be done.
http://www.ut2003hq.com have a map pack (
http://www.ut2003hq.com/pafiledb/pafile ... le&id=1861), specially made for invasion. In this pack there are also two mutators that add replacement weapons, every one of these maps made use of one or both of the mutators. I found that after I deleted these mutators (I hated the replacement weapons) the levels did not start up at all because they needed them. This is how I know it can be done. Perhaps you could contact the team that made this pack and ask them how they did it?
Posted: 20-04-2003 15:40
by gutterflower
okey ill look into it, im having major troubles with the radar at the mo, being my second map ever
