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navboy
30th Dec 2001, 01:11 AM
Added another mousetrap/kicker, rearranged inventory placement, tweaked botpaths, some other minor cosmetic stuff, hopefully there's much improved flow and it's harder to camp now. Movers seem to be behaving, even though i added one more piece of architecture.

Unless anything is majorly screwed, i have a few final additions then will prolly release it when i get back from the Flint Hills (new year's trip) and BaSe is back at the controls and has the engines revved ....

http://home.swbell.net/navboy/DM-PianoHorror.htm

The zipfile and screenshots reside on my friend's server, which was up for ftp'ing but not web browsing a bit ago ... Hopefully it will be on the web again by the time anybody tries to download.

Nach - the broad side of a barn, eh? yep, cute ;) well, a very zen map it seems to me.

Nachimir
31st Dec 2001, 10:11 PM
Flint hills? Sounds like a level from Super Mario World.

Wow. I cam't believe I'm this pissed, is't three a.m., and I can enter an in anternet password and a netwrok password.

Even though under the affluence of inchohol.

ULTBase
1st Jan 2002, 09:58 AM
I shall be fully back at the helm within the next few days Navboy, when I can upload ya map and get things sorted. I'm still half asleep at the moment :)

navboy
2nd Jan 2002, 01:47 PM
okay, great, BaSe ... it'll take a day or two to check everything over and try a few ideas i had ...

Nach -
Flint hills? Sounds like a level from Super Mario World.

Wow. I cam't believe I'm this pissed, is't three a.m., and I can enter an in anternet password and a netwrok password.

Even though under the affluence of inchohol.

heh yeah i can identify. And intentional or not i think that "affluence" of alcohol is a great turn of phrase, rofl.

Flint Hills is an otherwordly-looking place, with bizarrely naked smoothly-sculpted rolling hills and valleys with a bit of scrub here and there, cut by sharp ravines and hidden valleys with lots of trees and creeks and tiny rural villages hidden from view. And they don't have any means to connect to the internet, which in this part of the country anyway is rather strange. My old friend that lives there actually has to use *gasp* snail mail to correspond, and it's long distance phone call to the nearest town (7 miles).

Balton
2nd Jan 2002, 02:29 PM
Originally posted by navboy

Flint Hills is an otherwordly-looking place, with bizarrely naked smoothly-sculpted rolling hills and valleys with a bit of scrub here and there, cut by sharp ravines and hidden valleys with lots of trees and creeks and tiny rural villages hidden from view. And they don't have any means to connect to the internet, which in this part of the country anyway is rather strange. My old friend that lives there actually has to use *gasp* snail mail to correspond, and it's long distance phone call to the nearest town (7 miles).



sounds like the place in italy where I am spending all my wasted summer hollidays....

Nachimir
2nd Jan 2002, 04:15 PM
That terrain sounds very super-mario... :)

I tried pianohorror with the music up. rofl;

Instant bad jazz! Grrreat! (http://www.powerage.demon.co.uk/fastshow/jazzclub.htm) (Natch, that worked much better on TV)

navboy
3rd Jan 2002, 05:40 PM
heh, yeah, gets pretty dam funny with 16 bots ....

lots of complicated bad jazz ... ;)

navboy
5th Jan 2002, 04:01 AM
Yeah, getting psyched about this map now; solved some major bot problems and altered even more of the mover code to keep dropped weapons from getting swallowed up in the piano keys and now the bot flow just rocks. Translocators work fine too looks like. And after hours of heavy-duty testing while i was troubleshooting bot problems (8 to 15 bots at adept) have never once seen any mover faces disappear even for a second.

Just three weeks ago i was thinking there was no way i'd ever get the mover faces to *never* disappear; now the damn thing seems unbreakable. Crap, better stop b4 i jinx it to h*ll and back ;)

Gonna give it some 'netplay tomorrow and/or Sunday to make sure the new mover code is good in netplay, ya never know with movers i guess. Then i guess it's done.

hey Nach, was messing around in DM-Potamic for a bit earlier to take a break and just now noticed you made the secret area a takedamage mover; didn't remember it being that way in the beta. And what the hell does that little triangle sheet thing do with the ThatWasClose tag? weird ; Fine lookin map; guess i hadn't played it as much since the beta version, but it looks even better finished.

Nachimir
5th Jan 2002, 06:10 AM
Um, I thought the secret door was always like that... I don't remember :)

The little triangle sheet is textured invisibly and has some blockbots attached to it. When the bots walk through the waterfall, the block bots leap up to stop them plummeting over the edge, which they always did no matter what jumpspot setup I put in there. It still doesn't work every time though.

navboy
5th Jan 2002, 03:14 PM
ah! cool ... now i see them. I looked at the trigger to see it if was bot-only and it wasn't so i was kind of at a loss. Slick.

Yeah, maybe the secret door was always broken out by the time i got to it before, guess i never had to explode it i guess ...

Silus_of_Earth
6th Jan 2002, 08:56 AM
Blockbots? Damn, there's something else I've never heard of. UnrealEd is so complex.... you guys seem well up on the technical side of it.

Hey Navboy, where can I get the current version of PianoHorror?

navboy
6th Jan 2002, 12:31 PM
he's referring to BlockMonsters, under Keypoints (like BlockAll only won't block players) ...

beta #2 is at:

http://home.swbell.net/navboy/DM-PianoHorror.htm

but i've changed botpathing substantially since then; i'm late for a lunch date or i'd just ftp it all up right now. I think it's basically ready for release, but i'll post something tonight or tomorrow with the latest map.

damn it's icy here, gotta hit the road,,