Page 2 of 9
Re: MinusTankMeUp
Posted: Fri 9. Jan 2015, 21:16
by Maniac
Xac wrote:Why not just have it self destruct after X number of missile launches?

Err, because it'll get taken and camped away in the same way, by same team or another?
Re: MinusTankMeUp
Posted: Sun 11. Jan 2015, 23:53
by Maniac
A little update:
- Removed some of most OP vehicles, maybe will kill more of them later;
- Added Crusha's map icon to ML, looks awesome
Re: MinusTankMeUp
Posted: Mon 12. Jan 2015, 11:54
by Xac
Maniac wrote:Xac wrote:Why not just have it self destruct after X number of missile launches?

Err, because it'll get taken and camped away in the same way, by same team or another?
It's mainly the inconvenience of having to wait for the vehicle to re-spawn, then drive it somewhere safe...etc, etc...but it was not a very serious suggestion.
Well done for putting in the effort to try something different to improve the map. I look forward to playing it at some point.

Re: MinusTankMeUp
Posted: Mon 12. Jan 2015, 20:36
by Cat1981England
Maniac wrote:[*] Removed some of most OP vehicles, maybe will kill more of them later;
Mani, the main appeal of this map is the op vehicles. If this is no longer a "tank" map then we have to find another one and trust me, they get worse the further down the list we go.
We try and have a little bit for everyone on the roster and that includes op tank maps.
Re: MinusTankMeUp
Posted: Mon 12. Jan 2015, 21:18
by Maniac
Ok, v0.3 is uploaded
- Fixed some pathing issues: couple of bad waypoints on hills, pathes to link ammo, bad vehicles path near wrecked cars at base entrances;
- Replaced Badgers with new ones;
2Cat: I know that this map's idea is "many OP tanks", and I really feel they can be balanced a bit. I want to see total number of vehicles as 70-80% of Nightwolf's version (mostly at cost of unused vehicles), but remaining one's models and positioning are to be changed (and not once).
Re: MinusTankMeUp
Posted: Tue 13. Jan 2015, 00:07
by Cat1981England
Ahh ok, sorry Mani, I misunderstood your post
I'll take a look on Wednesday.
Re: MinusTankMeUp
Posted: Tue 13. Jan 2015, 20:10
by Maniac
v0.35
- added cull distance limit for roads = 16000 (<16000 makes them appear too late)
Distances are already set for most meshes (inluding windows), so I'll not change them.
Re: MinusTankMeUp
Posted: Wed 14. Jan 2015, 22:50
by Cat1981England
Mani is that the latest version in the link on page one?
Re: MinusTankMeUp
Posted: Wed 14. Jan 2015, 23:03
by Maniac
Yes it is, I don't cahnge link to prevent confusion, but I store older versions id needed. Alas, I have no time for UT and UE today, so pls score a couple of shield kills for me

Re: MinusTankMeUp
Posted: Thu 15. Jan 2015, 18:58
by Maniac
I've tested the bridges (bad camera view if under a bridge).
The bug only appears with EONS Crusader, all other vehicles (even Hammerhead) are OK.
Also tried it with Paladin and bridge on Nevermore-ECE with same bug.
The bug occurs because Paladin-like vehicles camera is too high, so it's placed ABOVE bridge and doesn't collide with it from below (i bet it'll collide all right if there is one more mesh higher above the bridge). Also, it works with high bridges OK, too.
The best idea I have is to make the bridges higher or trenches deeper, but it seems to be a poor choice to rebuild the whole map for sake of 1 vehicle.