
hi
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- TurkeyFromHell
- Staff Sergeant
- Posts: 640
- Joined: Tue Jan 23, 2007 12:22 pm
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a nice little trick for that, make like a spawning wall, with a row of player starts every 128 or so along the length of the wall... then maybe (if its a REALLY tiny map) do thatt for quite a few walls, the make it symmetrical cuz if u dont il go ocd on ur ass :rub: :roll: as for pathnodes i find it works well just to make a big grid across the map like a spiderweb latuswork of little white lines
takes forever to build tho as im sure u know >.<

thanks guys for the input most helpfull.
the map im working on isnt n e thing special just getting back in to map making .....its been a while yas know hehe.
should c it soon i hope just got to think of more things to add to it .
the map im working on isnt n e thing special just getting back in to map making .....its been a while yas know hehe.
should c it soon i hope just got to think of more things to add to it .
Current Projects: DM-sparliff-Pool Party
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- BaronVonRotterdam
- UT2004 Server Admin
- Posts: 2603
- Joined: Thu Feb 16, 2006 9:42 pm
- Location: The Terrible State (New York)
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Hi sparrrrrrrrrrrrrrrrrrrrlifffffffffffffffffffffffffffffffffffff!!!!!!!!!!!!!!!!!!!!!!!!! How ya been man?!?!?!??!?! Get back as soon as you can we miss ya (well those of us that remember ya).
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- ZombieSlayer
- Second Lieutenant
- Posts: 2077
- Joined: Thu Nov 16, 2006 9:41 pm
One other thing about pathnodes and mapping.
Don't put path nodes in short and narrow corriders. Since the monsters spawn between pathnodes, the bigger monsters spawn in the small spaces and cause collision errors. Also they can't move :D
In place of pathnodes in areas like that, use adren or mini health. That way the littler monsters will still have a path to take.
Oh and it's not neccessarily 100 "pathnodes' as it is 100 "navigation points". But more pathnodes equals more places for monsters to spawn.
Don't put path nodes in short and narrow corriders. Since the monsters spawn between pathnodes, the bigger monsters spawn in the small spaces and cause collision errors. Also they can't move :D
In place of pathnodes in areas like that, use adren or mini health. That way the littler monsters will still have a path to take.
Oh and it's not neccessarily 100 "pathnodes' as it is 100 "navigation points". But more pathnodes equals more places for monsters to spawn.
yeah smokes i remember u dood ....kyle ill b bak on in about a month or so but ill still b on the forums and on skype ......cant voice on there thats how crap this net speed is
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the map is coming along ...not much else to do to it but im thinking of some stuff to do to it .

the map is coming along ...not much else to do to it but im thinking of some stuff to do to it .
Current Projects: DM-sparliff-Pool Party
<a href=http://profile.xfire.com/sparliff><img src=http://miniprofile.xfire.com/bg/bg/type/2/sparliff.png width=450 height=34></a>
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the map has been uploaded to the maps section ...go dl it and lemme know what u think
Current Projects: DM-sparliff-Pool Party
<a href=http://profile.xfire.com/sparliff><img src=http://miniprofile.xfire.com/bg/bg/type/2/sparliff.png width=450 height=34></a>
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