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Old 02-07-2008, 02:00 PM   #151   Add To Ignore List  
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Default Re: Ajoe's house of horrors

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Old 02-08-2008, 06:53 AM   #152   Add To Ignore List  
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Default Re: Ajoe's house of horrors

AJ, your 3000 Gnaars map is pretty... funny I must say Though it gets boring after a while.
Just for curiousity, it takes ~ nearly 2 minutes with 8x speed multiplier and kill all cheat to kill your army of gnaars (not that I cheat though...).

Btw, have you noticed someone rated your map? Here it is:

I had to laugh while reading this

Quote:
Neko of Rapture - 02/06/2008 - 6:30 pm - Rating: 5

Now listen here AvarageJoe if that even is your real name! (lol i know its not. seriously the mother of a family whose last name is joe would never name their child avarage. avarage joe. seriouly easiest name to joke ever!) I fought and defeated your random army of so very predictible gnars! granted it took me several hours and afer the first 2000 gnars i was very bored! this is most certanaly not the best map ever! and i am very upset that u would think so. this map wound be so boring if there were blood affects that would stay on the ground. like in i dunno serious sam teh first and second encounters. there is no blood that stays. the enemy explodes, the blood particle effect happens.... now i am just rambling on about ur boring gnars. seruously! maybe if u made a map where i had to fight 1500 gnars and 1500 beheaded kamakazies i woudldent have been so bored. bottom line joe smoe of avarageness. this map is avarage. just like u and ur name! i give it a 5.
Quote:
seriously the mother of a family whose last name is joe would never name their child avarage. avarage joe. seriouly easiest name to joke ever!


EDIT: Btw, is that a joke? A seriously meant joke?
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Old 02-08-2008, 07:24 AM   #153   Add To Ignore List  
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Default Re: Ajoe's house of horrors

I knew rating your own map as high as that would be trouble
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Old 02-08-2008, 01:32 PM   #154   Add To Ignore List  
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Default Re: Ajoe's house of horrors

That's hillarious.
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Old 02-08-2008, 02:06 PM   #155   Add To Ignore List  
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Default Re: Ajoe's house of horrors



I hope you've learned something, AvarageJoe.
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Old 02-08-2008, 03:07 PM   #156   Add To Ignore List  
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Default Re: Ajoe's house of horrors



Best review ever, now to run it through the Swedish Chef dielectizer.
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Old 02-08-2008, 03:09 PM   #157   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Funny, isn't it? First I wondered if he/she meant it serious
The best part is where he wonders about AJ's name, that's just ³
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Old 02-09-2008, 01:15 PM   #158   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Yeah I don't think anyone has made a speculation regarding my name before. lol

I might have some goodies for you guys later today. I'm doing some high-res stuff.
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Old 02-09-2008, 04:07 PM   #159   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Well? Bringeth oneth the goodies!
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Old 02-09-2008, 05:17 PM   #160   Add To Ignore List  
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Default Re: Ajoe's house of horrors

ld made me play ut04 on shitty ass modded servers that were made to be way out of balance. wasted a bunch of time.
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Old 02-09-2008, 05:51 PM   #161   Add To Ignore List  
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Default Re: Ajoe's house of horrors

UT is for n00bs with no skill. First time I played, I owned the shit out of a server halfway across the globe with my melee weapon.
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Old 02-09-2008, 05:53 PM   #162   Add To Ignore List  
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Default Re: Ajoe's house of horrors

lmao
the maps ld kept playing had these incredibly stupid full auto weapons much like is2...but for ctf in ut04.
on top of that all the vehicles completly disobeyed the laws of physics. 0-400mph in 0.5 seconds, etc.
gay. really really gay.
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Old 02-09-2008, 05:53 PM   #163   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Quote:
Originally Posted by Valerie Valens
UT is for n00bs with no skill. First time I played, I owned the shit out of a server halfway across the globe with my melee weapon.
Aren't you too quick to judge? One server and you think the whole game is full of noobs?
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Old 02-10-2008, 03:44 AM   #164   Add To Ignore List  
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Default Re: Ajoe's house of horrors

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Aren't you too quick to judge? One server and you think the whole game is full of noobs?
Correction : At least a dozen servers.
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Old 02-10-2008, 07:12 AM   #165   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Yeah even I had that same problem with UT2004
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Old 02-17-2008, 05:45 PM   #166   Add To Ignore List  
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Default Re: Ajoe's house of horrors

just messin around....seeing how good i can get the shadows without importing stuff from sed2.

http://i256.photobucket.com/albums/hh194/AverageJoe86/TestGame_shot0003.jpg

http://i256.photobucket.com/albums/hh194/AverageJoe86/TestGame_shot0002.jpg

http://i256.photobucket.com/albums/hh194/AverageJoe86/TestGame_shot0001.jpg

http://i256.photobucket.com/albums/hh194/AverageJoe86/TestGame_shot0000.jpg
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Old 02-17-2008, 06:32 PM   #167   Add To Ignore List  
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Default Re: Ajoe's house of horrors

3rd and 4th are the nicest of the bunch. They really have this more realistic look. Nice job
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Old 02-17-2008, 07:08 PM   #168   Add To Ignore List  
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Default Re: Ajoe's house of horrors

I like what I see.
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Old 02-17-2008, 07:45 PM   #169   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Wow, looks damn realistic
Except for Scr. 3, fix it please. The sky, colours and similarity of textures on every pillar takes away the realism
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Old 02-17-2008, 07:47 PM   #170   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Nah that one's fine, last one looks a bit boring and bland though.
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Old 02-17-2008, 09:48 PM   #171   Add To Ignore List  
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Default Re: Ajoe's house of horrors

It's just a WIP with a bunch of temporary stand-ins for the pillars.
The first and Second aren't even close to done.
The third is going to have new pillars.
The fourth will have a bunch of details added in.

What I'm trying to do is get the shadows as accurate as possible by simulating ambient occlusion and caustics/reflectance.
It's going to be increasingly more difficult as I add in more details.

However, this is only the smallest part of the map.
It's a new concept that I haven't seen before in any game but i'm sure it's been done. I am calling it Gauntlet.
It will show up under the fragmatch option, but it's coop based.

Every person starts off in this area shown above with only two colts.
It is possible to knife fight if you want in this small starting area or proceed into the next sector.
You can choose between two weapons, a shotgun or tommygun and when you pick it up you are teleported to the new area.
I have designed it so that everyone is in this first sector is by themselves and it is litteraly a gauntlet.
You fight through the enemies to the end gaining roughly 20 kills.
At the end of stage one is another choice of two weapons of which I haven't decided.
Probably a minigun and double shotgun.

At this point each weapon transports you to two identical multiplayer gauntlets (seperated by weapon selection) where there are other people fighting to stage three.
At the end of stage two you have another choice of two weapons, probably laser and rocket launcher.
Stage three is much like a deathmatch map but more spread out and with enemies spawning everywhere.

So basically you are fighting against each other for kills, but the most efficient way to gain them is to go into the gauntlet rather than killing other players.
However, once you get into stage two the scenario changes and you can now set other players backwards by killing them so they start at zero.
The only hinderance is the game settings.
Really the best way to set it up is the set time limit since 100 frags will end the game very quickly.

Thoughts? Improvement suggestions?
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Last edited by AverageJoe; 02-17-2008 at 09:54 PM.
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Old 02-17-2008, 10:45 PM   #172   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Sounds like something that you would find in xbox mod. Pretty awesome.
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Old 02-18-2008, 11:43 AM   #173   Add To Ignore List  
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Default Re: Ajoe's house of horrors

That sounds like a cool idea. I do hope it works in action as well.
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Old 02-18-2008, 01:15 PM   #174   Add To Ignore List  
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Default Re: Ajoe's house of horrors

I love the idea.

Quote:
Originally Posted by AverageJoe View Post
Really the best way to set it up is the set time limit since 100 frags will end the game very quickly.
I would like to point out that you can use the console to change the fraglimit. In game options you can only use a pre-set number, but if you use gam_iFragLimit you can set it to any number you wish.
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Old 02-19-2008, 09:48 PM   #175   Add To Ignore List  
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Default Re: Ajoe's house of horrors

This is going to be a complicated level description. lol
But really, the time limit poses the most interesting system though. It also provides singleplayer action as you can go for time trials, kill as many monsters as possible in an allotted time.

I am planning to make several maps, creating much of the geometry in SS2 and then exporting it to SS1 as I have no idea how to set it up in SS2.

Speaking of which, You know how the teleport function in the player action marker sets you to that certain spot? Well I found if you parent it to a moving brush at speed 0 then it makes the effect of spawn marker (chapter) but with very precise locations, and also possible to be activated whenever needed.

I am using this feature of SS1 for Stage 3 to create the simulation of spawning at random spots, but I have no idea how to accomplish this in SS2. It would be great if this was possible somehow.

Another problem I am running into with SS2 is there is no copier. I am using the copeier to copy enemies into the gauntlet so I have a pure infinite spawn count.
If I use say 1e+006 spawns in SS2, it is limited to 1000 i belive in IS2 which would ruin the gameplay.
Can anyone help me?
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Old 02-20-2008, 09:50 AM   #176   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Wasn't the copier entity used for spawning items in SS1?
In SS2, in a way, items, enemies and vehicles are their own spawner
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Old 02-20-2008, 10:30 AM   #177   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Quote:
Originally Posted by AverageJoe View Post
Speaking of which, You know how the teleport function in the player action marker sets you to that certain spot? Well I found if you parent it to a moving brush at speed 0 then it makes the effect of spawn marker (chapter) but with very precise locations, and also possible to be activated whenever needed.
You do realize that the Teleport action from the PlayerActionMarker teleports ALL players, right? So if you have more than one player all of them will be moved to the marker when it's triggered. I use it in my map to regroup players at certain points in coop play.
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Old 02-20-2008, 11:52 AM   #178   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Quote:
Originally Posted by Deepblue View Post
Wasn't the copier entity used for spawning items in SS1?
In SS2, in a way, items, enemies and vehicles are their own spawner
Yup. It can also be used as a sort of enemy spawner with you have things parented to an enemy (it does mess up the NETRISCA enemy count though).

Quote:
Originally Posted by AverageJoe
Speaking of which, You know how the teleport function in the player action marker sets you to that certain spot? Well I found if you parent it to a moving brush at speed 0 then it makes the effect of spawn marker (chapter) but with very precise locations, and also possible to be activated whenever needed.
Like Discy said, Teleport Action teleports ALL players, but teleports them in a sort of fan-out (put a player start entity in the same location to see where all players would turn up). Leave at least an open space of 8x8m wide and 3m tall or else some players will wind up in a wall!
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Old 02-20-2008, 09:13 PM   #179   Add To Ignore List  
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Default Re: Ajoe's house of horrors

Gah. :shakes head:

First off, The copier count screw up wont matter as it's deathmatch, it's not going to have a total count anyway.
However, as I stated in my previous post, the SPAWNERS do not work correctly with larger total numbers than 1000 in IS2. So once again, is there an alternitive?
The only conclusion I have been able to formulate is that on every 900th spawn for example, it activates a new spawner and then just have a ridiculus amount of them. This this is not an elegant solution and will make a big mess of everything in SS2.

Secondly, the teleport function only teleports all players in COOP exclusivly. In DM it functions as a single player teleport to a specific XYZHPB. I've allready made maps with this system so I know it works.

REGARDLESS, nobody has answered my questions.
Jees you guys, I thought you were supposed to know more than me on this shit.
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Last edited by AverageJoe; 02-20-2008 at 09:16 PM.
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Old 02-21-2008, 09:47 AM   #180   Add To Ignore List  
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Default Re: Ajoe's house of horrors

I don't really know that much about SEd2, sorry.
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