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[Tentative Release 1.1] KillerDeathMetal
Posted: 23 Jul 2006, 08:52
by SinbadEV
Posted: 23 Jul 2006, 12:45
by genblood
Looks very nice .. Looks like a very coool metal map ... with
high walls ...
Looking forward to its release ...
Posted: 23 Jul 2006, 19:11
by SinbadEV
I've got all my features place and they are Dgunnable while blocking movement... still some tweeks neccessary... for example krogs can't walk down some corridors.
Posted: 23 Jul 2006, 19:33
by Molloy
Needs some spikes on the walls, with dying peewees on them. Like so:

Hit detection...
Posted: 23 Jul 2006, 20:08
by SinbadEV
I've got the foot prints working... but only a tiny center region of my feature walls can be hit... what s3o and tdf sttings determing the hitbox/sphere?
Posted: 23 Jul 2006, 21:55
by KDR_11k
s3o has a model radius setting, I think that's it.
Posted: 24 Jul 2006, 05:57
by Das Bruce
KDR_11k wrote:s3o has a model radius setting, I think that's it.
And footprint.
Posted: 24 Jul 2006, 16:40
by Forboding Angel
Now that is one damn fine looking metal map.
Posted: 24 Jul 2006, 17:36
by SinbadEV
Forboding Angel wrote:Now that is one damn fine looking metal map.
Hurray for quake modders releasing their textures under GPL eh?
Posted: 24 Jul 2006, 17:56
by SinbadEV
So I set the footprints right as far as pathfinding around walls is concearned, but you can still shoot through them in all but a small target sphere... and unfortunately collision spheres don't show up on features... if someone familliar with feature collision detection want me to send them the beta version of the map to play around with... I'm gonna try playing around with a bit more to see if I can get reasonable shot blocking set up with the guess and check method... otherwise I'll be forced to convert them to buildings so that I can see the collision sphere...
Posted: 25 Jul 2006, 05:32
by Argh
Send me the S3Os, and I will look at them.
Posted: 25 Jul 2006, 06:03
by SinbadEV
I figured it out, I had the hit radius set one one set of walls for it's tiny, non-scaled version.
NOW RELEASED!!!
DOWNLOAD KillahDeathMetal1.0
Posted: 25 Jul 2006, 08:33
by GrOuNd_ZeRo
Well damn, you make me want to make my Deathmatch mod now, but I can't! WD! noooo...
Posted: 25 Jul 2006, 08:43
by Johns_Volition
may I suggest a prefix like dm_ to imply the maps purpose as a deathmatch map?
Posted: 25 Jul 2006, 13:59
by SinbadEV
Johns_Volition wrote:may I suggest a prefix like dm_ to imply the maps purpose as a deathmatch map?
Yes you may.
Posted: 04 Aug 2006, 00:50
by Foxomaniac
Teh map has a serious flaw - Gravity.
Fall damage deals like 3 to 4k damage, it's insane!
Fix plox. :<.
Posted: 04 Aug 2006, 15:14
by SinbadEV
Changed Gravity to 100, made the map hardness basically inpenatrable, lowered the hit points on walls... it took unreasonably long to detroy a wall for normal units... problem is now Krogs and Golis can walk through them... so yeah... also... I likes the map to be a bit maleable, can anyone suggest better gravity and hardness settings for me... metal income is very high for pretty much any mex, but the extractor radius is 300 so it should, in theory, balance out.
http://www.unknown-files.net/browse.php?dlid=1503
Any More Suggestions?