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shitshitshit |
Posted: Tue May 07, 2013 6:49 pm Post subject: |
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 Dretch

Joined: 01 Mar 2013 Posts: 71 Location: Poland
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ok im try _________________
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shitshitshit |
Posted: Wed May 08, 2013 7:02 am Post subject: |
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 Dretch

Joined: 01 Mar 2013 Posts: 71 Location: Poland
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I have a bad hardware but it works well map. I always have the 50 fps. I will try to do something about it but can not promise. This is a map for thinking people, and able to work as a team. I did not want to do another ATCS. It does not make sense. Aliens always reproduce the same pattern. Kampi first to have evos and then the whole team attacking as rants and goons. Two such attacks and win. Grangers PRODUCTIVITY always build a base point and the end of the game all in her arms. There is no room for such a thing. On my map you have to be dynamic to have multiple databases and still move ohms. The same humans. You need to think tactically. If aliens want to win must use ventilation and maras and basi. Does not decrease the map because it will spoil the climate. Map also has to look good, but I agree with it's dark and it's changing. There is a lot of tight spaces such as a maze of boxes in which Granger can not walk freely. This is to force aliens to fight so that new level will Grangers climb the walls and it will help you build a base in these areas. Recently I also play as aliens and bug me guys who camped with md ceiling. I'll change it.
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shitshitshit |
Posted: Fri May 10, 2013 5:34 am Post subject: |
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 Dretch

Joined: 01 Mar 2013 Posts: 71 Location: Poland
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shitshitshit |
Posted: Tue May 28, 2013 10:56 am Post subject: |
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 Dretch

Joined: 01 Mar 2013 Posts: 71 Location: Poland
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Raptor |
Posted: Tue May 28, 2013 5:54 pm Post subject: |
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 Granger

Joined: 25 Jan 2013 Posts: 104 Location: Extermadura Spain
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i'm glad cant wait to try it !
seriously _________________ Beware THE CREATOR OF THE GRANGER! |
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maxvega |
Posted: Sat Jun 15, 2013 7:32 pm Post subject: |
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 Spectacor

Joined: 15 Jun 2013 Posts: 6
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LoL dude u made map You are the best  |
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Raptor |
Posted: Sat Jun 15, 2013 10:00 pm Post subject: |
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 Granger

Joined: 25 Jan 2013 Posts: 104 Location: Extermadura Spain
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maxvega wrote: |
LoL dude u made map You are the best  |
Welcome to the forum.Are u spanish? if u are i'm am spanish as well.
you'll know me in RCZ as [N7]Raptor.
 _________________ Beware THE CREATOR OF THE GRANGER! |
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maxvega |
Posted: Sun Jun 16, 2013 2:16 pm Post subject: |
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 Spectacor

Joined: 15 Jun 2013 Posts: 6
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No not from Spain. I just like street fighter and Vega. Shitshit played today in your map. It's a great, great idea, the Kapitan Bomba. But the map is toooo high and hard to knock down flying bastards. I think that you can do fix it without any loss of quality  |
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Pikachu |
Posted: Tue Jun 18, 2013 3:24 pm Post subject: |
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Dretch

Joined: 02 May 2013 Posts: 82
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I still haven't played the new version. Anyway, big open spaces = bad for aliens. Big high open space with jets = Alien team ragequits
I had the same issue with my map, I thought it wasn't gonna be too much trouble but I thought wrong, lol.
The only reason Rotcannon gets away with it is because of the plenty hiding spots with roofs at the ground level. _________________ zap zap zap |
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shitshitshit |
Posted: Thu Jul 04, 2013 9:52 am Post subject: |
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 Dretch

Joined: 01 Mar 2013 Posts: 71 Location: Poland
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OK I made a new map but I have a problem with jumppad. Triger_push did not work. Determined target_position but also does not work. Do you have any ideas on how to do a springboard for people? And how to determine the strength of the jump. _________________
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imp |
Posted: Thu Jul 04, 2013 10:46 am Post subject: |
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 Basilisk

Joined: 21 Mar 2013 Posts: 299
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i will make a short guide for u but later when i will be on my computer (like in 5 hours) |
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imp |
Posted: Thu Jul 04, 2013 4:24 pm Post subject: |
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 Basilisk

Joined: 21 Mar 2013 Posts: 299
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This img that I made should explain everything:
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Pikachu |
Posted: Thu Jul 04, 2013 6:22 pm Post subject: |
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Dretch

Joined: 02 May 2013 Posts: 82
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trigger_push does not work in Tremulous (for whatever reason), you need to instead use target_push and target_location like Imp said. Actually you don't even need target_location, you can use the "angles" (not angle) key to set pitch and yaw. For example, 270 0 is up 90 0 is down (try setting it to down with a high 'speed' whilst on the ground, you'll 'fall' to death that way )
I'm also not sure whether you actually need to have target_push at initial location, I think you will just get propelled towards the target from wherever you are inside the trigger.
You can make the trigger itself as large as you want; I have them covering the entire insides of the wind tunnels in my map, this way you'll get propelled back if you try to enter it from the wrong side (unless you use a jetpack, sigh...).
Another way to make something of a jump pad is to set a negative gravity inside a brush. _________________ zap zap zap |
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imp |
Posted: Thu Jul 04, 2013 7:08 pm Post subject: |
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 Basilisk

Joined: 21 Mar 2013 Posts: 299
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Using angles is very unhandy.
Also this negative gravity thing pretty much suck. Depends what effect u need. |
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shitshitshit |
Posted: Fri Jul 05, 2013 4:45 pm Post subject: |
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 Dretch

Joined: 01 Mar 2013 Posts: 71 Location: Poland
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imp wrote: |
This img that I made should explain everything:
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ok I created a target_position and the target_push, linked targetposition of targetpush. But how to connect targetpush of triggetmultiple? _________________
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