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testing an Apollo map
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}TCP{Snowbird
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Joined: 22 Nov 2005
Age: 54
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PostPosted: Mon Sep 28, 2009 7:41 pm    Post subject: Reply with quote

Nice work, reject. Another thing, is to try and make ALL of your self made stuff, under myLevel. I even take some of the other things that I "borrow" and put them into myLevel. If you do not know what I mean by maLevel, I will explain, just ask. Frank
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Wigglebottom
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Joined: 30 Nov 2008
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PostPosted: Thu Aug 05, 2010 12:23 am    Post subject: Reply with quote

Its been way too long but i finaly got it far enough for a good testing runs *Wiggle* The download is in the first post Razz

Hope ya like the changes Apollo ^^ its got a bigger main room now. and adjustments to some stuff.
Anyone who is interrested can test it and see if its playable Razz if i hear enough positive replies it can be added to one of the servers *wiggle*

Some screens:










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Last edited by Wigglebottom on Thu Aug 05, 2010 12:51 am; edited 1 time in total
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partydevil
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PostPosted: Thu Aug 05, 2010 12:50 am    Post subject: Reply with quote

just add it to a server and check how it plays whit people
can be changed in newer versions latter on if they come.
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rejecht
}TCP{Lunatic


Joined: 09 Nov 2008
Age: 41
Posts: 216
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PostPosted: Thu Aug 05, 2010 5:14 am    Post subject: Reply with quote

Quick comments:

* The map forces UT2004 to crash because of a missing package 'Wiggespace'.
I got around it by loading it in the editor.

* The window glass isn't always easy to see. It should be more static in appearance.

* Several bot path errors listed that should be looked into.

* Brush errors regarding missing material; could be related to missing package.

* Lifts should have LiftExit and LiftCenter actors.

http://udn.epicgames.com/Two/NavigationAI.html
http://wiki.beyondunreal.com/Legacy:Pathing_Lifts

Suggestion: Use myLevel more. WigglesFirstMovers.usx is just 48 kB. If it were a gigantic package of stuff, which were to be used by all of your maps in a big project, only then consider external packages. Right now you get problems like these; forgetting to include packages, more stuff for people to copy, and since the packages are so small, there's no loss in adding them to myLevel.

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Wigglebottom
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PostPosted: Thu Aug 05, 2010 11:04 am    Post subject: Reply with quote

arg x.X i fail once more.
realy dunno what Wiggespace is but i'm gonna have to look for it a bit.
the botpath errors are the ones who float too hight (and the ones on the lifts). the ones floating were needed for the jumppads that trigger glass ground.

The glass has been bothering mee for a wile, it either gets too blurred so ya can bearaly look trough it or its bearaly visible (as it is now mostly) I could try to make it unaffected by the lighting but i dunno if that will solve anything. might be as visible as they are now. if they are very bothersome i could make em blurrier.

thanks for the test and the help Rejecht ^^ i will remove the download and will see how far i will come with fixing it today.

*Edit* found what wigglespace is Razz Origionaly i wanted to have some stars outside but eventualy threw the idea into a bin. Now it comes hounting me again Razz its a texture i fergot and ya probebly wont find unless ya check in the editor. well that solves problem no.1 ^^

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PostPosted: Thu Aug 05, 2010 12:19 pm    Post subject: Reply with quote

Wigglebottom wrote:
i will remove the download


LOL xD
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Wigglebottom
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PostPosted: Thu Aug 05, 2010 12:38 pm    Post subject: Reply with quote

}TCP{partydevil wrote:
Wigglebottom wrote:
i will remove the download


LOL xD


ya , the map gives an error , pretty useless to keep the download open -_-

now that i found the missing pacage i've begon working on the lifts again. thoug the LiftCenter is bugging me. *wiggle* it keeps complaining its not linked to a lift its tag is linked to the mover. (the LiftExits doesn't though) once i enter the mover into the event it seems to make my lift and the LiftExit/Center invisible -__-. so i'll be buisy with it for a while more.

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}TCP{Snowbird
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Joined: 22 Nov 2005
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PostPosted: Sat Aug 07, 2010 8:05 am    Post subject: Reply with quote

Hi WIggle, from the screenies, it looks like a nice level.

A suggestion with the windows. You could combine the texture of the window, with another texture. there are several "dirty glass" textures already made for this purpose. I am sorry I can not point you in the right direction right now.

Good luck wwith this, and do not give up. Frank

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PostPosted: Sat Aug 07, 2010 3:25 pm    Post subject: Reply with quote

he has been playing whit the glass and lighting for month's xD
he doesn't give up on maps so fast =P
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Apollo
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PostPosted: Sun Aug 08, 2010 5:28 pm    Post subject: Reply with quote

I hope everyone dosent get that much rocket ammo. Shocked

Glad to see your going to finish it m8. Will be good to test it when its finished. Smile
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Wigglebottom
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PostPosted: Wed Oct 20, 2010 7:19 pm    Post subject: Reply with quote

After loads of trying i finaly got the hang of the Zone stuff, so i can finaly continue with the map. the only thing now is bots+lifts dont mix but thats not a big problem, should be played with people anyway *Wiggle*

Evidence of zone creation:

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Wigglebottom
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PostPosted: Fri Apr 06, 2012 12:30 am    Post subject: Reply with quote

Alright, i will make it short and understandable...somewhat *Wiggle*
The }TCP{Apollo map...ok...he is not in tcp no more but still in our hearts ^^ So i didnt get to fix the area's...and i did slack on it for about a year...but with no ferther delay i give you }TCP{Apollo_Alpha

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Wigglebottom
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PostPosted: Fri Apr 06, 2012 12:31 am    Post subject: Reply with quote

oops x.x added it twice *Wiggle* ignore one of em
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}TCP{Wolf
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PostPosted: Fri Apr 06, 2012 3:23 pm    Post subject: Reply with quote

Wigglebottom wrote:
oops x.x added it twice


fixed... btw you're a portal uploader and not using your privileges Razz

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Wigglebottom
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PostPosted: Mon Apr 09, 2012 10:46 pm    Post subject: Reply with quote

heh ^^; yeah, i am a mess when it comes to technical stuff *Wiggle*
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