After a long time of being occupied of other things I have worked a bit on my map again. I have added a lot of more stuff for use as cover; more of ruins and bombcraters. I have also changed the lighting. This may sound a bit computer power demanding but as a matter of fact the map runs ok on my machine that is in the middle performance range.
I still got problem with:
-It still ask for a texture pack I don't really use (Calamaya.utx). Don't know how to get rid of it...
- The bots especially in the B (blue) team doesn't move as the are supposed to, the just don't bother moving, ignoring the pathing and I cant understand why..... Can someone give me some ideas how to make them move? Because of this problem, when playing against bots I recommend you to be in the B-team (blue team)
-My skills in controlling UEd is still basic! The objects in the environments are kindly speaking simplistic. On the other I try to use the small skills I have to the outer limits. Very much I use simple blocks to simulate concrete blocks, I hope the players can live with them because except that I think the map have interesting qualities!
In this my first map I have focused on the gaming experience more than the detail work. I many aspects this map is a test area, a concept map for my mapping concept that I call THE TACTICAL HALF TRANSPARENT MAPPING CONCEPT that I have been talking about before in this forum. You can read more about it at http://www.zirbaction.go.to/. I short it's about creating map environments that are not completely open and not completely protected, instead something in between to keep the tension all the time. The player should have some kind of cover reasonable close at most areas and should not be to safe even inside houses and so on (they should have dangerous windows, explosion holes and so on).
As I see it most player styles can be used in this map. In one sense it's quite open so snipers can get what they want. On the other hand they have hard to get a clean shot on human players who use the environment to cover themselves, so that encourage the player to move forward from cover to cover. As a matter of fact using hand grenades could can be a quite effective tactic in this map, dropping them over walls, behind stones and so on where you assume the enemy to be. Tremendous fun in my opinion!
Test it and if you have any good ideas how to woken up the bots, especially those in the blue team, please tell me!
DOWNLOAD NOW!
Z
I still got problem with:
-It still ask for a texture pack I don't really use (Calamaya.utx). Don't know how to get rid of it...
- The bots especially in the B (blue) team doesn't move as the are supposed to, the just don't bother moving, ignoring the pathing and I cant understand why..... Can someone give me some ideas how to make them move? Because of this problem, when playing against bots I recommend you to be in the B-team (blue team)
-My skills in controlling UEd is still basic! The objects in the environments are kindly speaking simplistic. On the other I try to use the small skills I have to the outer limits. Very much I use simple blocks to simulate concrete blocks, I hope the players can live with them because except that I think the map have interesting qualities!
In this my first map I have focused on the gaming experience more than the detail work. I many aspects this map is a test area, a concept map for my mapping concept that I call THE TACTICAL HALF TRANSPARENT MAPPING CONCEPT that I have been talking about before in this forum. You can read more about it at http://www.zirbaction.go.to/. I short it's about creating map environments that are not completely open and not completely protected, instead something in between to keep the tension all the time. The player should have some kind of cover reasonable close at most areas and should not be to safe even inside houses and so on (they should have dangerous windows, explosion holes and so on).
As I see it most player styles can be used in this map. In one sense it's quite open so snipers can get what they want. On the other hand they have hard to get a clean shot on human players who use the environment to cover themselves, so that encourage the player to move forward from cover to cover. As a matter of fact using hand grenades could can be a quite effective tactic in this map, dropping them over walls, behind stones and so on where you assume the enemy to be. Tremendous fun in my opinion!
Test it and if you have any good ideas how to woken up the bots, especially those in the blue team, please tell me!
DOWNLOAD NOW!
Z
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