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I was in the test with you guys. I did check to see if I could cyst up into mineral junction as well as every other place when you told me about the problem. I'm sorry to have wasted your time but mistakes happen.
EDIT: Turns out the cys… -
The pathing was too thin when I recreated the ai path. Should be fixed now. I also went ahead and cleared more obstructions from the commander camera.
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New version is out.
-expanded RT rooms
-added 4 new rooms
-lowered overall brightness
Hopefully the map feels less empty compared to the old version.I'm aware of the current issue and I'm finishing up on a mini overhaul at the moment. Should be done within the week. Thanks for the feedbackThe walk times between tp to rt is around 12-15 seconds which is pretty standard. Perhaps the map just feels big because there's too many hallways.
I'm hearing a lot of contradicting points for both marines and aliens. I keep seeing peop…There was a model on the map that didn't have any collision on it. It should be fixed now.
@Woehler
I could add more vents and props, but I don't thin…New version is up
Change log:
-Changed the ramps in Mineral Junction, Database, Crossroad, and Engine.
I'm thinking of adding 3 new rooms to connect the hallways leading to central. Any Feedback would be appreciat…(Quote)
Most of the problems are hopefully fixed. As for Pipeline and Central, I think they might need a bit more testing before I change anything else to them.
If you want, feel free to add me on steam. Same name, same picture…Okay everything posted so far has been fixed hopefully. New version is out.(Quote)
Fixing the tunnels and the vents now.
Update: Fixed Mineshaft tunnels.
The map should be up on steam now. Please let me know if there's any problems with the ai pathing and commander camera. Link is in the first post.I wanted to try to make a symmetrical map to see how it works out and yes the map is 5 tech points and 9 RT's.
If the map needs some major changes I don't mind doing an overhaul.If the publishing thing is fixed then I'll put it up on the workshop by next week. It was suppose to be out last month but I couldn't publish anything on steam.(Quote)
awesome I think I'll do just that. Thanks a lot everyone!
Well It's either that or I do it manually in game. If there's a way to control the camera speed in game then the whole process would be a lot easier.What I'm trying to figure out is if there's a way to convert the cinematic files into a video file so I can edit it layer on.Alright that's good to knowThe occlusion and draw distance are going to cause too many problems. Sadly I have to minimize the amount of glass and Open view areas in order to make this work. I could add a glass arch ceiling depending on the area though.
This is my …I don't know how that face was removed but it should be fixed now.My biggest concern is the draw distance and If I can make the occlusion geometry tight enough. Room size and travel distance should be fine otherwise. The more glass or "Invisible walls" I add, the less occlusion. A lot of this can be fixed If I had…(Quote) If you use the displacement tool and drag the box out there's more options. The hours days I could've saved if I knew about this a year ago...
Is there way to to add automatic doors or Elevators? I know there's a door entity but can I change the model somehow?Maybe I should make a secret secret room...hmmOf course there's going to be some sort of visual where you can see it. it'll most likely be a damage trigger instead of a death trigger. I referenced Gravity on descent which has an electrified ceiling so I would assume you knew what I was talking …I think there's already too many spaceship maps out there. What I could do is make 1/3 of the map (essentially 1 side of the cliff) a crash airship of some sort that's buried within the rubble and debris.
I really want to avoid using inv…I'm still planning on updating stratos if there are any other problems with the map. mostly minor tweaks here and there but It's pretty much 100% complete.Whoops. Should be fixed now.Map has been updated
Change Log-Re-arranged props at Cargo
-Decreased amount of props and lights at Cargo
-Fixed Dark corner at Bridge
-Fixed graphic errors in vents
-Relocated RT in Lobby
Done. Now to fix this overview problem.Just let me know when you when you do pick it up again. In the meantime, I'm going to start on a new project.