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Assist => Feedback & Suggestions => Topic started by: Vanoke on Sunday, April 27, 2014, 13:21:43 PM

Title: Spawn points Monkey Island
Post by: Vanoke on Sunday, April 27, 2014, 13:21:43 PM
Is it possible to random chance spawn point Monkey Island its now constantly  spawn North for assault east.
West is oke they start in the middle, I wood be great if west don know were ennemy is starting from. :up:

the other south site really not used and is just as truly just as attractive as north.

Best wood be 2 randon spawn points  N/S  and W/E :up:
Also this map is best playeble in random all sniper weapons  m24,m82,spr,mos,svd,V. mode.
And possible sum objects in middle from map to hide!

Title: Re: Spawn points Monkey Island
Post by: Ares on Sunday, April 27, 2014, 13:57:48 PM
Any map with snipers is a campfest, especially this one. Requires 0 skill to snipe on longrange maps and it will be so fucking boring on this map, it's a good map, would be better with m16 tho.
Title: Re: Spawn points Monkey Island
Post by: Vanoke on Sunday, April 27, 2014, 14:09:34 PM
That 1 meaning !  leds  try agan read 1 quote to make this map fun and more tensity THX!
Title: Re: Spawn points Monkey Island
Post by: Alex on Sunday, April 27, 2014, 14:38:43 PM
An interesting idea. Random spawns would definitely be doable and cool on Monkey Island, as well as other fixes. It would be a bit like Ranch, one team spawns in the middle and the other team has multiple places to spawn. I like that idea.  I'll look into this tonight.
Title: Re: Spawn points Monkey Island
Post by: Vanoke on Sunday, April 27, 2014, 15:07:09 PM
look also if you can to the line in the sky
Title: Re: Spawn points Monkey Island
Post by: Spanky on Sunday, April 27, 2014, 15:28:33 PM
look also if you can to the line in the sky

I've tried to fix that oodles of times. It's a problem with the skybox which makes it very pretty but adds crap like that. The sky is the inside of a box that's painted with images. You can see the same thing on mAAp Pipeline but just barely as I used some fog to cover it up.
Title: Re: Spawn points Monkey Island
Post by: [SWISS]Merlin on Sunday, April 27, 2014, 15:52:10 PM
and also any chance to get honor points there, would be good.
Title: Re: Spawn points Monkey Island
Post by: Southofheaven on Sunday, April 27, 2014, 17:01:59 PM
and one obj should be great in thoose tents in the midlle.. i dont now if its possible..
Title: Re: Spawn points Monkey Island
Post by: Alex on Sunday, April 27, 2014, 22:17:48 PM
I've tried to fix that oodles of times. It's a problem with the skybox which makes it very pretty but adds crap like that. The sky is the inside of a box that's painted with images. You can see the same thing on mAAp Pipeline but just barely as I used some fog to cover it up.
Same here. Might just add some clouds to the sky.

and one obj should be great in thoose tents in the midlle.. i dont now if its possible..
I'm probably going to rework the entire map, new objectives and everything. Terrain will stay the same though as I suck at dealing with terrain. :P
Title: Re: Spawn points Monkey Island
Post by: Spanky on Sunday, April 27, 2014, 23:36:20 PM
I'm probably going to rework the entire map, new objectives and everything. Terrain will stay the same though as I suck at dealing with terrain. :P

At least delete the grass. That stuff is so shitty. I think that was the first grass I ever made. It was like shoulder-height.
Title: Re: Spawn points Monkey Island
Post by: Alex on Sunday, April 27, 2014, 23:41:33 PM
At least delete the grass. That stuff is so shitty. I think that was the first grass I ever made. It was like shoulder-height.
I actually kinda like the grass. It is definitely too tall though, but I'm not exactly familiar with the way you implemented it. I realize it's through the terrain decorations, but is there any way to scale back the mesh?

If you want to make some better grass for the map (preferably tall enough to cover while prone) that would be awesome. :P
Title: Re: Spawn points Monkey Island
Post by: Spanky on Sunday, April 27, 2014, 23:45:32 PM
I actually kinda like the grass. It is definitely too tall though, but I'm not exactly familiar with the way you implemented it. I realize it's through the terrain decorations, but is there any way to scale back the mesh?

If you want to make some better grass for the map (preferably tall enough to cover while prone) that would be awesome. :P
You can do it. I have confidence in you. It's a decolayer (there's probably 2 at least, 1 for the trees which should be deleted as I think you can walk through them... or did I already delete them?).

Just select it, do the usual F4, TerrainInfo, DecoLayer and choose (0) or (1) and there's scale options in there:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fumh.sandcrawler.net%2Ftutorials%2Fterrainadvanced1%2Fpic_19.gif&hash=c3fa949d7897cb7a34fa7b2f6900ff09)

A lot of the options are self-explanatory. What you want is ScaleMultiplier. Have fun :)
Title: Re: Spawn points Monkey Island
Post by: Alex on Sunday, April 27, 2014, 23:50:28 PM
You can do it. I have confidence in you. It's a decolayer (there's probably 2 at least, 1 for the trees which should be deleted as I think you can walk through them... or did I already delete them?).

Just select it, do the usual F4, TerrainInfo, DecoLayer and choose (0) or (1) and there's scale options in there:


A lot of the options are self-explanatory. What you want is ScaleMultiplier. Have fun :)
Thanks. As for the trees, yeah they're still there and walk through-able. I'm going to replace them with actual static meshes. The only thing I'm worried about would be the FPS hit on such a large map with no distance fog.
Title: Re: Spawn points Monkey Island
Post by: Ganja on Monday, April 28, 2014, 01:25:23 AM
The only thing I'm worried about would be the FPS hit on such a large map with no distance fog.

That's already an issue. Reason I don't like it. I think it's the map where my FPS get the lowest
Title: Re: Spawn points Monkey Island
Post by: Spanky on Monday, April 28, 2014, 01:30:40 AM
Ganja, it wouldn't be a problem if your pineapple of a computer could run MS-DOS and not shit itself.
Title: Re: Spawn points Monkey Island
Post by: Ganja on Monday, April 28, 2014, 01:32:02 AM
Ganja, it wouldn't be a problem if your pineapple of a computer could run MS-DOS and not shit itself.

Only noobs need a high-quality pc to play AA :) How do you even know how performant my PC is :D
I think I get 5 FPS on this map if I remember right
Title: Re: Spawn points Monkey Island
Post by: Alex on Monday, April 28, 2014, 01:48:50 AM
Yo spanky, I wanted to use your fountain from Spankyville (it's awesome) but I cannot find a way to do so that doesn't crash the editor. Even simply trying to export the custom textures crashes the editor...
Title: Re: Spawn points Monkey Island
Post by: Alex on Monday, April 28, 2014, 04:15:23 AM
A bit of an update after tonight.

(https://dl.dropboxusercontent.com/u/514645/Screenshots/SSMI.png)

My plan is to create a sort of walled-in research compound in the middle, somewhat like SF Blizzard. I'm also thinking about putting buildings around the outskirts of the maps and maybe some tunnels. Any suggestions would be appreciated too.

Done So Far:
- Replaced all of the trees you could walk through with actual static meshes. (which was pain in the ass due to map size)
- Start of research compound. So far the main offices and living quarters are done.
- Some random terrain fixes

To Do:
- Add random spawn points
- Make objectives. No idea how this map remained in the mAAp pack without objectives. :P
- Finish compound
- Possible tunnel system
- Unforeseen UnrealEd headaches

This map is going to be so awesome nobody is going to play it! Just like my other 3 maps. :P
Title: Re: Spawn points Monkey Island
Post by: [SWISS]Merlin on Monday, April 28, 2014, 05:13:21 AM
we did play it :D
and it was fun
Title: Re: Spawn points Monkey Island
Post by: Southofheaven on Monday, April 28, 2014, 05:31:56 AM
Same here. Might just add some clouds to the sky.
I'm probably going to rework the entire map, new objectives and everything. Terrain will stay the same though as I suck at dealing with terrain. :P
  great :) the objs would do wonders to the map because people just run around or camping.. another thing i think it could be good is booth teams have same weapons.. :)
Title: Re: Spawn points Monkey Island
Post by: Southofheaven on Monday, April 28, 2014, 05:33:48 AM
At least delete the grass. That stuff is so shitty. I think that was the first grass I ever made. It was like shoulder-height.
the grass can give a litte cover to hide in that middle because you get a big space whit no place to hide.. just my opinion :)
Title: Re: Spawn points Monkey Island
Post by: Vanoke on Monday, April 28, 2014, 06:50:44 AM
I cant see what you wanne do whit tunnel .i think they will be to long this map is a outdoor map. So upgrond is better. That building looks cool we will see new game play .thx for nice responce
Title: Re: Spawn points Monkey Island
Post by: Spanky on Monday, April 28, 2014, 11:57:02 AM
Yo spanky, I wanted to use your fountain from Spankyville (it's awesome) but I cannot find a way to do so that doesn't crash the editor. Even simply trying to export the custom textures crashes the editor...

Haha, yea, that thing pisses me off to no end. If you look at mAAp Pipeline, I ripped it for the north side broken pipe on the outside of the building.

I think Blueblaster made it with the Particle Editor which makes it impossible to copy-paste (thanks Epic). I think what I did was copy both emitters into Notepad and then create new emitters from scratch in the new map and just copied the variables over such as size, spawn rate, texture and all that. Tedious but I too thought it was good enough to steal :)
Title: Re: Spawn points Monkey Island
Post by: Alex on Monday, April 28, 2014, 14:01:51 PM
Haha, yea, that thing pisses me off to no end. If you look at mAAp Pipeline, I ripped it for the north side broken pipe on the outside of the building.

I think Blueblaster made it with the Particle Editor which makes it impossible to copy-paste (thanks Epic). I think what I did was copy both emitters into Notepad and then create new emitters from scratch in the new map and just copied the variables over such as size, spawn rate, texture and all that. Tedious but I too thought it was good enough to steal :)
The emitter isn't really the problem. I never even attempted that. I can't export the textures for the water in the fountain it dumps into without the editor crashing.

I cant see what you wanne do whit tunnel .i think they will be to long this map is a outdoor map. So upgrond is better. That building looks cool we will see new game play .thx for nice responce
The tunnels wouldn't be all the way across the map. There would be several from certain points on the map. I wouldn't make them extremely long. Also, I'm just looking at putting some in. If it doesn't work out and looks bad, I won't.
Title: Re: Spawn points Monkey Island
Post by: Vanoke on Monday, April 28, 2014, 16:07:07 PM
For me you don t have to do it that map is already big ( playing field) if you puth tunnels in it we don t see nobuddy anymore please think about it! .

If we play the game the player run into the mountains were the game starts, if you can make sum obsticales ( The grass is great hard to see soldier from out hills good camouflage ,bigger rocks, sum palm trees,a bigger ore more tent camp in hills wood be nice , that house is great  :up: meaby Obj in it  its oke!.
But what makes the game is that random spawn ( my vision )  so it looks like this map will be must more populair.
P.S City block is realy a good map!   


The tunnels wouldn't be all the way across the map. There would be several from certain points on the map. I wouldn't make them extremely long. Also, I'm just looking at putting some in. If it doesn't work out and looks bad, I won't.


? Last Edit: Today at 14:03:25 by KiLLaMaN ?

Title: Re: Spawn points Monkey Island
Post by: Spanky on Monday, April 28, 2014, 16:14:11 PM
The emitter isn't really the problem. I never even attempted that. I can't export the textures for the water in the fountain it dumps into without the editor crashing.

Don't export. Are they part of MyLevel? If so, just open SpankyVille and then open Monkey Island, they'll be available for use.
Title: Re: Spawn points Monkey Island
Post by: Alex on Monday, April 28, 2014, 18:42:11 PM
Don't export. Are they part of MyLevel? If so, just open SpankyVille and then open Monkey Island, they'll be available for use.
lol, that's literally the first thing I tried. Editor crashes on map change.

For me you don t have to do it that map is already big ( playing field) if you puth tunnels in it we don t see nobuddy anymore please think about it! .

If we play the game the player run into the mountains were the game starts, if you can make sum obsticales ( bigger rocks, sum palm trees,a bigger ore more tent camp in hills wood be nice , that house is great  :up: meaby Obj in it  its oke!.
But what makes the game is that random spawn ( my vision )  so it looks like this map will be must more populair.
Yeah I get what you're saying. Tunnels might make the map a bit too big and rounds would need to be long. Also, random spawns will be in the map. It's the perfect map for them.
Title: Re: Spawn points Monkey Island
Post by: Spanky on Monday, April 28, 2014, 20:16:00 PM
lol, that's literally the first thing I tried. Editor crashes on map change.
I think you're just trying to get me to install the editor again :)

Try to copy them from mAAp Pipeline.
Title: Re: Spawn points Monkey Island
Post by: Alex on Monday, April 28, 2014, 23:27:33 PM
I think you're just trying to get me to install the editor again :)

Try to copy them from mAAp Pipeline.
The water texture worked for me, but I cannot seem to get the emitter to work. Despite carrying over the mylevel stuff from mAAp Pipeline, it won't let me copy/paste the Emitter stuff (from the emitter tab in the f4 menu) from myLevel into the emitter on monkey island. It acts like the stuff doesn't exist.
Title: Re: Spawn points Monkey Island
Post by: Spanky on Tuesday, April 29, 2014, 00:30:56 AM
I cannot seem to get the emitter to work. Despite carrying over the mylevel stuff from mAAp Pipeline, it won't let me copy/paste the Emitter stuff (from the emitter tab in the f4 menu) from myLevel into the emitter on monkey island. It acts like the stuff doesn't exist.

That's where you gotta notepad the emitter properties and create a new one from scratch and manually add in the variables of the emitter.
Title: Re: Spawn points Monkey Island
Post by: Vanoke on Sunday, May 04, 2014, 16:04:04 PM
Enemy spottet is not good working on long distance  .
And about the tunnels it it oke for me when the tunnels are in the middle small ones to the
adder objects in the middle field like in airfield that wood be a good idear.
Title: Re: Spawn points Monkey Island
Post by: -{GcC}-Bockmist on Monday, May 05, 2014, 02:03:49 AM
i would like to see an obi on this map.
such a long distance map without obi.. it's the only way to bring movement in the round..
is this possible to do?
Otherwise i like this map and would play it often if there would be an obi.
Title: Re: Spawn points Monkey Island
Post by: Alex on Monday, May 05, 2014, 02:26:37 AM
i would like to see an obi on this map.
such a long distance map without obi.. it's the only way to bring movement in the round..
is this possible to do?
Otherwise i like this map and would play it often if there would be an obi.
Yeah I'm completely revamping the map. (the terrain will stay the same). It will have an objective and random spawn points for assault.
Title: Re: Spawn points Monkey Island
Post by: -{GcC}-Bockmist on Monday, May 05, 2014, 02:29:59 AM
ohh great  :up:
Title: Re: Spawn points Monkey Island
Post by: Vanoke on Sunday, May 11, 2014, 04:44:33 AM
It feels good killaman. i am  agitated. can t wait Hooah!!

Yeah I'm completely revamping the map. (the terrain will stay the same). It will have an objective and random spawn points for assault.