Forum

ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Alex

Pages: 1 ... 129 130 [131] 132 133 ... 217
1951
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 22:10:31 PM »
Check out how the devs decorated the rooftops on sf extraction and sf hydro pump.
lol hydro pump. I did look at Water Treatment's roof but the problem is that it's not set up to be an even area of play, like my roof is. I'm currently focused on fixing some things in City Block but I'll see if I can get around to any of these ideas tonight. Great ideas though. I really like the slanted glass idea.

1952
News / Re: Round 4 (May 10) - Thursday Night Fights
« on: Thursday, May 10, 2012, 22:07:32 PM »
It's kinda difficult to join the TS3 server to play when you never mention what TS3 you're using.

1953
mAAp Project / Re: My first project!
« on: Thursday, May 10, 2012, 16:06:08 PM »
Looks like a BSP tear. They happen when you misplace BSP and don't keep things on the grid. Look at the BSP in the area, is anything not lined up to the grid? Static meshes can also cause problems if they overlap with BSP, but that's a lot more rare.

1954
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 14:02:10 PM »
it looks very open to me...im assuming you'll add stuff at the end right? otherwise i like the idea. Reminds me of Highrise
Yeah, I'm currently trying to figure out how to make it less open, where you can't see the other spawn.

1955
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 02:13:30 AM »
Works perfectly.  :)

It'll be funny when the first defense player gets on the elevator only to realize it goes nowhere. :P

1956
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 01:12:51 AM »
How about make the objective below the elevator and then have the elevator go down when someone is in it and take them down into the objective. This way they could still be shot while in the elevator and might make for an epic round where someone tosses a nade in at the last moment and they're trapped with it.
That's a pretty good idea. I'll see what I can do. :)

1957
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 01:06:55 AM »
The blue tunnel is the best tunnel.
For the comm locations I actually named them Blue Tunnel and Red Tunnel. :P

1958
Bug Reports / Re: Bug?
« on: Thursday, May 10, 2012, 00:57:22 AM »
Yeah it's a known bug.

1959
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 00:43:33 AM »
Newish Video

[youtube]http://www.youtube.com/watch?v=JhTOOOfSqIo&feature=youtu.be[/youtube]

1960
mAAp Project / Re: Rooftop Map
« on: Thursday, May 10, 2012, 00:14:47 AM »
did anyone tested the SF classes?
Not really necessary. There's an option in the map AllowTeam[team number]M203 (or something like that) and you can just set it to false.

1961
General Chat / Re: Re: Americas Army Server tweaking
« on: Wednesday, May 09, 2012, 18:58:21 PM »
if you're pubbing you don't need any tweaks for sound , as it makes no difference , since you're playing like what 10 vs 10 , it's all going to get mixed up. However in a match , usually 4v4 , it makes a difference.
Na, you still get those damn sound campers in public servers too.

1962
mAAp Project / Re: My first project!
« on: Wednesday, May 09, 2012, 18:32:10 PM »
One more suggestion, I would spend a lot of time practicing vertex editing. It is super useful and MUCH easier than guess and check with the red brush for BSP. Even with the ruler it's difficult to get the exact measurement of things, and that's when vertex editing comes in handy. Sometimes it's easier to duplicate an existing BSP and vertex edit it to fit other things. I use it a lot for subtractions and zone portals.

1963
mAAp Project / Re: My first project!
« on: Wednesday, May 09, 2012, 18:27:14 PM »
Ill have mess around with the coronas. And there was definitely a point where i was just adding floating meshes lolz. BSP is difficult and I still only kinda know what im doing but i feel its going well.
Follow that tutorial Spanky and I posted. It has everything you need to know about BSP. It's not all that time consuming either.

1964
General Chat / Re: Re: Americas Army Server tweaking
« on: Wednesday, May 09, 2012, 18:15:22 PM »
if you are a competition player, you gonna need good settings, just by making it equal because almost evry match player got a soundcard like this.

If you have just onboard sound with 32 channels instead of an xfi sound card with 128 channels its hard to beat them on maps like pipeline and mout mckenna. On maps like this sound is the basic for a decent gameplay. It has nothing to do with skill, because its hard to attack if you are on attacking side and you have no clue were the enemy is, atleast the direction.

To be honest, i think lots of players are shit without sound because it just helps them alot about knowing were you enemy is.

Good post. Don't blame the players, blame the game. AA's sounds and gameplay are the only reasons these tweaks are possible to gain an advantage. If you're a competitive player you have no choice but to use sound tweaks with a sound card if you want to have a chance, that's just the way it is. It shouldn't be that way, but it is.

1965
mAAp Project / Re: Rooftop Map
« on: Wednesday, May 09, 2012, 17:49:55 PM »
Alright. I changed some numbers and set the blend option to 10 (it was at 0) I have no idea what any of it did, but it now works. :P

I changed a lot. Map now has ambient sounds and decent lighting.  I'll put up another video sometime tonight.

Pages: 1 ... 129 130 [131] 132 133 ... 217

Download Assist

×

Download Game Client

Important: Battletracker no longer exists. However, old Battletracker accounts may still work. You can create a new 25Assist account here

Download Server Manager