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C&C Desolute [message #26638] |
Sun, 22 June 2003 14:04 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
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General (1 Star) |
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I think the general idea with spawn points is at least 3 per perchase terminal, or that is what I do...
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C&C Desolute [message #26645] |
Sun, 22 June 2003 14:14 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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It depends how many people you expect playing your map at once, wouldn't want someone spawning in the same spot. Or there is something in a spawn location, the number of spawners will be limited. If you look on WS maps there are lots and lots of them.
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C&C Desolute [message #26648] |
Sun, 22 June 2003 14:30 |
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Captkurt
Messages: 488 Registered: February 2003
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Commander |
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Khadman | Just another question... what about spawning points. Do i have to add them to all the buildings?
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2 to 4 is fine. and yes, I would add them to each building, each PT should have them, I use 4 per and 3 per, just depends.
[Updated on: Sun, 22 June 2003 15:58] Report message to a moderator
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C&C Desolute [message #26671] |
Sun, 22 June 2003 16:02 |
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Captkurt
Messages: 488 Registered: February 2003
Karma: 0
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Commander |
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Khadman | I didnt think of the fact that 30 people may be on 1 team, but what are the chances of all 30 dying at once. There are way more than 30 on my map and i doubt that 60 people will play it.
Btw, i just finished a beta for it. The only things that arent complete in it is the pathway under the bridge, the tunnels connecting to it, and the tiberium and other ground textures. If you willing to try it out ill send it to ya somehow... (need a hosting site)
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This is how I view it. if you have 1 per. and the game engine try's to spawn you to PT 1, but PT 1 is being used to spawn someone else, then it will hold or wait micro seconds or mill seconnds untill said PT is availble. so if this is correct, then too little spawners will cause some lag, where too many (within reason) will only help the lagg to be less.
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C&C Desolute [message #26705] |
Sun, 22 June 2003 20:52 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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Khadman | Heres an ingame pic of the nod base from the GDI side. It makes the base look like a fortress
http://www.n00bstories.com/image.view.php?id=1196667348
As you probably expected, i need some assistence with the Purchase Terminals, the harvester, the WF and AS droppoints, the base defences firing when supposed to, and some "texture not found problems." I dont know how to put on the Pts but i think they are somewhere in LvlEdit. The tiberium texture is coming out as a black patch even though i correctly added the texture to the map. Also, projectiles dont hit the PP for some strange reason. Other than that and a little bit of terrain errors and mistakes, it looks nice.
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Most the answers to to your questions can be found in renhelp, go to ModX for that.
To get base defences to work you need to have scripts in you mod folder (instructions in renhelp)
The black patch instead of tiberum is because you for got too click the VAlpha, (instructions in renhelp)
The texture problem can be fixed by copying the texture into your mod folder/editor cash folder.
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C&C Desolute [message #26871] |
Mon, 23 June 2003 17:51 |
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xpontius
Messages: 259 Registered: April 2003 Location: Reno
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Recruit |
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Whoa i just took a look at this topic and saw wat appears to be alot like the map I've been working for 3 months almost in some cases. The islands, the bridge, the other stuff. What a coincindence C&C Pacific is kinda arranged the same way on my map except your islands are a bit different and buildings are too.
uhh heres a link to my early screenies
Pacific SS
The SS are kinda old and my map altered a bit but its the same idea.
Other than that it looks pretty good, I'd like to see wat its like myself.
I mean the similarities lol
Quote: | Khadman Posted: Mon Jun 23, 2003 3:07 pm Post subject:
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The bases are too far apart for b2b. The artillery and MRLS wont reach unless they go farther up the bridge where they are subjeect to turrt fire from the stationary emplacements.
| same here, i dont know about your emplacements too well but i have 2 stationary spawning gun emps.
Quote: | Cpo64 Posted: Sun Jun 22, 2003 10:30 pm Post subject:
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Cool, I will miss the suspension cables, but, it is probly better this way.
| My bridge aint the same but has walkways above as well as suspension.....wow
Anyways....good luck on the map looks good
-Crategod
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