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Messages - CrancK

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31
General Discussion / Re: Bungee Jump Game
« on: September 09, 2013, 11:19:13 PM »
well, doesn't need to be quakestyle, just the unreal style of aircontrol probably doesnt work all to well with the bungee mechanic (unless you make it work nicely ^^)

32
Jump Videos / Re: jamp videos
« on: September 09, 2013, 01:25:01 PM »
wtf! those "much better quality" links, are choppy as all hell for me...  :o


Besides that, cool runs there

33
General Discussion / Re: Bungee Jump Game
« on: September 08, 2013, 02:59:04 AM »
oh god, i forgot how much of a fight you prolly have getting nice movement into an unreal engine..


Ok ehm, usefull commentary... ehmmm

-make the rope bend the other way, cos atm it bends toward the way im moving in, which looks way odd

-give ppl aircontrol (even though getting that proper is gonna be hell, at least basic so i can go round corners without the rope would be nice)

-make it more obvious when you are rolling in the rope, also some soundfile for the ground->stretch->jump thingy maybe? (i just did it out of habit from spybungee, happily surprised it works here aswell ^^)

-for the map, maybe some basic textures as in the "buildings" 1 texture, ground one other? that way its at least much easier to see distance/height/speed which atm is pretty hard to accurately gauge

-And lastly, imo, retracting to gain speed, possible to make nice, but atm its annoying as hell + if you want buildings this far apart/this big, the rope actually needs to be longer then it is now, cos it retracts in like a second or so (could also make retracting slower i guess, but then it gives even less speed :S)


So ye, lots of stuff needing improving i think, but hey good start :P

(but ye, untill theres some way to NOT always go directly toward the point you hooked on, it's pretty unplayable for me, i think thisll be fixed by adding some aircontrol, which can then counteract the force toward the hook point OR quite a bit longer ropes + small aircontrol, cos atm im just hitting buildings constantly, and i HAVE to roll in the rope, to get anything done, gravity + swinging seems to be useless, cos ill just swing into a building since i can hardly steer with buildings this far apart, so i also cant do spiderman zig-zag steering)



EDITL wooops, didnt read t hat i could lengthen it with scroll.. trying that now

EDIT2: hmm no.. that didnt really help, it was still mostly only possible to move around by rolling it in whenever i hook on to something, like if i hit m1, ill hit m2, cos otherwise itll only slow me down.
+its madness to actually steer it, with long ropes, yes you can spiderman zig-zag shoot, but even then, theres no real control over where you go besides, lets shoot that building then roll in... so ye.. still wanting aircontrol

34
New Maps / Re: jump_4demo
« on: September 07, 2013, 05:11:24 AM »
nice map for your first


some things you can improve:

-put playerclips over stairs, so its a nice ramp you can slide on (ohw you apparently fixed that, but i did download the fixed version.. and i couldnt slide it :S, maybe i did something wrong...)
-make the playerclips in air either seeable, or remove them
-make all the teleports on ground 1unit so solly can pogo on them

(and for future maps, cos i don't think i saw any here: if you make tps not just above ground, make something else that makes it obvious there is a teleport, i for example used to use water, and now the red thingy you can see in rvr to indicate theres a tp (cos water sucks))


keep it up, i'd love to see more maps from you

35
CrancK's plugins / Fovmod update
« on: September 07, 2013, 04:54:53 AM »
Hey peepz,

cos the fovmod got broken by valve a bit (resetting fov on each death/round)
And cos Scorp asked me to update it.


i fixed that, so ye...


https://www.dropbox.com/s/egdye5fq29mjm98/fov.smx



EDIT: updated it so it doesnt spam server console log

36
ChiLL0uT Z0nE / Re: Maps not on Nominate list
« on: September 07, 2013, 04:48:29 AM »
Tx_ also made a map which isn't on chz yet: http://forums.tf2jump.com/index.php/topic,2281.0.html


37
Mapping Tutorials / Re: Making Overheal Brushes
« on: September 07, 2013, 04:42:19 AM »
So how do you do it QuBA?

38
General Discussion / Re: Bungee Jump Game
« on: September 07, 2013, 03:05:05 AM »
Sean, make it so theres places you cant grapple and places you can, otherwise it'll be like spybungee in non-spymaps, where they can just bungee on everything taking the challenge out.


Also, does your bungee have a mechanic to increase momentum? or is it more focused on preserving the momentum gained from falling?

39
General Discussion / Re: Bungee Jump Game
« on: September 04, 2013, 11:19:52 PM »
i only have an okish pc, but would love to try it out  :-X

40
New Maps / conc_aggregate
« on: August 30, 2013, 05:24:21 PM »
Hey there everyones,

Nother map,

Made by me and Weaszle, i made the base layout and he did detailing and adapting it, so solly & demo can also do the jumps

so while it says conc_, thats mostly because that was my original plan, but its 100% doable with solly and demo, and isnt even all that hard, needs a lot of doubles though (not supereasy either though, it's no beef)





https://www.dropbox.com/s/tqs5w2wk32cmule/conc_aggregate.rar



ofc with massive thanks to Weaszle! (and anyone who helped test aswell)

41
New Maps / Re: Jump_RvR
« on: August 30, 2013, 05:22:58 PM »
b1 now out

https://www.dropbox.com/s/8m9bht056dpcttm/jump_rvr_b1.rar


its mostly all textured now, only some i missed, it should have all tps working
NOTE on tps, 1st course is active straight away, 2nd course unlocks once you finish first, and bonus unlock when you finish 2nd (and the other 3 bonuses unlock when you done the first 2 bonuses)
and its all lit up now


freestyle area isnt done yet, so thats still to do


also if some mappers knows how to get blocks to go invis -> visible... that would be cool, cos like i want the tpdoors that arent active yet to appear when they are active, so ppl dont get confused

42
Requests / Re: Commands that would be cool to see
« on: August 24, 2013, 03:27:12 AM »
erRR?

43
Requests / Re: Commands that would be cool to see
« on: August 23, 2013, 04:14:34 PM »
yes, but having knowledge and having time and/or desire is another thing entirely

44
General Discussion / Re: 5 years
« on: August 23, 2013, 06:19:22 AM »
the oldest maps i have are non-jumpmaps (cp_floodzone2_final 16-10-2007 and ctf_dock 03-11-2007)

oldest jump map i have is rj_rckteer 03-03-2008



anyone have a nonjumpmap earlier then floodzone, or a jumpmap older then skyscraper? (or is skyscraper not considered a jumpmap?)

45
General Discussion / Re: how many people are still around?
« on: August 22, 2013, 05:51:22 AM »
MOAR maps, always good  8)

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