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Christopher Webb
21st Apr 2000, 11:11 AM
I really like T. Ahlen's work and all, but he has to get the timing on his AS maps sorted out. I get the problem when the attacker completes the objectives, the attackers get less time the next round.

Kinda sucks when you finish the map early.

Also, on the lighthouse level, there's an area where you can fall through the cliff. I don't know much about Unrealed (Q2 engine is more what I know about, although i'm trying to find the time to start editing unreal) so I can't really tell what causes the problem.

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Gringle
21st Apr 2000, 01:19 PM
Uh...I'm not sure, but about that first concern....I believe this happens in every assault map (?) If there is a 5:00 time limit, and the attackers finish it with 1:00 to spare, the next group of attackers have only 4:00 to complete the objectives. Tell me if this is wrong, but...

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---Gringle, webmaster of The Redeemer (http://www.utworld.net/redeemer)

CoffeyCan
21st Apr 2000, 02:31 PM
You guys are saying the same thing. Yes when the team switches they have to beat the time set, but after both teams have assaulted/defended the clock goes back to its preset time (after the entire round ends).
CC

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Christopher Webb
22nd Apr 2000, 01:17 AM
No, I think the problem is that UT only scans the time presets in minutes.

If the mapper sets the time to, let's say, 4:43, and you finish the map in a minute, then the other team gets 17 seconds to finish the map, as UT rounds 4:43 down to 4, then checks how much time was left, and subtracts it.

That sounds about right I think

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Gringle
22nd Apr 2000, 12:53 PM
Hmmm...I don't think that such an oversight would be made. But I'll have to check it out. Interesting, anyway /infopop/emoticons\icon_wink.gif

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---Gringle, webmaster of The Redeemer (http://www.utworld.net/redeemer)

Christopher Webb
23rd Apr 2000, 01:38 AM
Could just be my UT

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