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Old 9th Oct 2009, 04:34 PM   #61
SkaarjMaster
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Smile

I'm not sure either, but that was a question that I would hope an admin would see and maybe PM you.

Yes, the health vials and the window should be good enough.
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Old 11th Oct 2009, 07:49 AM   #62
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cool to read that u fixed ur problem and nice job on the armor...

...it smell the final
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Old 11th Oct 2009, 08:39 AM   #63
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...it smell the final
Yeah. I'm playing with making the cars move. If that works out well, then I will include it in the release candidate. If not, then I have no problem releasing without it.
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Old 14th Oct 2009, 12:18 AM   #64
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Hey dude,

In case you where wondering about adding some cool jumpads to your map to help players orient themselves, Odedge, as release this cool "Directional Jump Pad Squares".

I thought it could be appropriate for your map. Find the new feature here :

http://forums.epicgames.com/showthread.php?t=702986
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Old 14th Oct 2009, 09:24 AM   #65
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Hey dude,

In case you where wondering about adding some cool jumpads to your map to help players orient themselves, Odedge, as release this cool "Directional Jump Pad Squares".

I thought it could be appropriate for your map. Find the new feature here :

http://forums.epicgames.com/showthread.php?t=702986
Thanks for the link. I worked on the horizontal jump pads this weekend. I did something similar in that I customized the particle effect, but my changes are a little different, and I also changed the mesh.



Since the mesh now clearly indicates the direction, I was able to keep the particle effect changes pretty subtle. I made the "moving squares" effect shorter (and rectangular). I made the smoke sprites smaller and made them move in the direction of the jump.

The rest of the jump pads are still the same. I was thinking that the red indicator arrows were enough...





Do you think also adding directional movement of the particle effect would be better?
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Old 14th Oct 2009, 02:53 PM   #66
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sure it would fit better to the clean look of the map
....imho
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Old 14th Oct 2009, 05:45 PM   #67
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I like what you've done with the jumpad in the first pic. Personally, I would use this setup for ALL jump pad so it's constant everywhere
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Old 14th Oct 2009, 08:27 PM   #68
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sure it would fit better to the clean look of the map
....imho
Even if I made the jump-pad effect directional, I would be cautious about removing the red arrows (assuming that is what you are referring to). There are some places where the actual jump pad is easy to overlook (such as the last pic above), and the red arrows help point out where they are.

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I like what you've done with the jumpad in the first pic. Personally, I would use this setup for ALL jump pad so it's constant everywhere
I think it is worth having a distinction between pads that just get you someplace faster versus those that send you someplace otherwise inaccessible. However, that does not mean that I cannot change the look of the other jump pads to make them a little more consistent. I'm not a huge fan of the default jump-pad look anyway.
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Old 14th Oct 2009, 09:36 PM   #69
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i forgot to say that i find ur jump pad modified really nice 2 and yes i was refering to the red arrow
good point to to keep them to help to "find" the jump pads....though it looks like a red pimple on yer map ....the yellow model is more discreet and the color is according with the jump pad stock color ;red and yellow so close are uggly to my eyes....it s personnal feeling and i have old eyes ............haha
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Old 15th Oct 2009, 04:12 AM   #70
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good point to to keep them to help to "find" the jump pads....though it looks like a red pimple on yer map ....the yellow model is more discreet and the color is according with the jump pad stock color
lol! point taken I can adjust the color to fit better. I'll try that as well as a change to the jump pads themselves.
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Old 6th Nov 2009, 07:34 AM   #71
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any news?
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Old 10th Nov 2009, 09:35 PM   #72
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any news?
I've made some progress, but I have not had much time to work on it recently. I'm making the cars at street level move. I originally thought I might leave them static, but after some experimentation, I really like the effect of having them move. Unfortunately, I don't think I'll have a lot of time over the next couple weeks. After that though, I expect to finish it off pretty quickly.
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Old 11th Nov 2009, 12:22 PM   #73
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rator fun in the air yes?
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Old 11th Nov 2009, 06:40 PM   #74
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Hey dude

I finally play the last build.

Great improvements & I'm happy you put some of my suggestions

Something I notice is the footsteps sounds. Most of them are the default one. Proper footsteps sound is a nice touch so I suggest you take a look at all your floor material properties and assign the proper sound. Most of them can use the stone & metal sound since most of your floor are tiles based on those materials.

It's a great build mate

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