*WIP* Mygeeto: Storm

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should i keep barricades or get rid of it?

leave barriers
13
81%
get rid of barriers
3
19%
 
Total votes: 16
FullMetal_Alchemist

Post by FullMetal_Alchemist »

well, there wouldn't be much of a purpose to have them if u can't reach those levels. Plus, you'd have to make those bots invincible, unless u wana just sit and watch 'em die.
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Post by Epena »

If you want it multi leveled you could have the CIS spawn on say the lower bridge and the rep spawn on say the higher one, and then it's a battle for the middle height one. (and of course more bridges there too that you don't go on with those locals)
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Post by valiant »

i'm sure that once majin is done with his map he will give you the ut-at
raz1992

Post by raz1992 »

FullMetal_Alchemist wrote:well, there wouldn't be much of a purpose to have them if u can't reach those levels. Plus, you'd have to make those bots invincible, unless u wana just sit and watch 'em die.
Yeah, but it will certainly add to the 'Feel' of the map. If Elmo doesn't use fog, the map would look pretty boring if there is only one bridge with fighting on, unlike in the film.

The multi-levelled idea would be very cool, but I think I can remember seeing somewhere, that the ZE engine, wasn't 'Optimised' (Sp?) for multi-level planning, so the AI could screw up.
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Post by Elmo »

@Valiant: He said he would give it to me when he's done with it

@ Epena: but my question is, HOW do i connect the levels together? (stairs? :? )

@Raz: yep

@Alchemist: No i think if you could shoot the "locals" that'd fun! (sniping:p)
The "locals wil give the effect of a huge battle.

@everyone who's complaining about the fog: The fog is barely noticeable.. and in my opinnion it looks great.
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Post by Epena »

'Fog' does indeed look great.

You have three bridges. One up, one middle, one under. The cities on the sides are connected to the bridges. You have stairs on the sides that go all the way up/down. The CP for say the CIS is on the far left side of the lower bridge. (but still on it) the CP for the say Rep is on the far right side of the upper bridge. The fighting then takes place in the middle bridge, where there are several CPs. Eventually one side pushes the other all the way back to their starting bridge. The end!!
FullMetal_Alchemist

Post by FullMetal_Alchemist »

interesting, but it would be even greater if there were some buildings you could go in, and kinda make the map in a circle-y way, kinda like the shipped mygeeto.
Protector_Pulch

Post by Protector_Pulch »

As to the connection issue: Take a building, and build a elevator right into it. The elevator runs through the pillar bearing the upper level platform, and ends up in a building that is merged with the pillar. This would be the most elegant solution (at least IMHO) - but if you think that's too complicated, you could have a big rock/crystal anchoring the bridges, and a spiral staircase within this rock.
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Post by Elmo »

Protector_Pulch wrote:As to the connection issue: Take a building, and build a elevator right into it. The elevator runs through the pillar bearing the upper level platform, and ends up in a building that is merged with the pillar. This would be the most elegant solution (at least IMHO) - but if you think that's too complicated, you could have a big rock/crystal anchoring the bridges, and a spiral staircase within this rock.
the elavator concept is awesome... but how do i get a working elevator ingame? :shock:
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Post by Epena »

The elevator would never work with the AI. :P
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Post by trainmaster611 »

Yeah don't bother. The AI can't use it (for some reason, even if they stand there, it won't work :? ) Btw, are you going to move those crystal mountians further away? :P They weren't that close in the movie.

@About locals: If you mean adding new sides for regular rep and cis locals fighting on different bridges...that would be awesome! :P That would totally add to the realism! :wink:
Razgriz

Post by Razgriz »

I remember in vyse's zelda map there was an elevating stone in the pit maybe you could as him how to do that and make an elevating type of thing
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Post by Elmo »

Nah, the elevator won't work with the AI, as said above ^ Any more suggestions to connecting the bridges?

@ Trainmaster Yes, I have moved them farther back, but this could be a different location :P And yep that's what i was talking about regarding the sides.
Clonedude55

Post by Clonedude55 »

Well today I tried to make a Mygeeto map and well it was BAD So I know this one will be like 100X as good.




EDIT: To Elmo

What I did was use the walkways thingy I think it whole name was walkway24 or something like that. Well what I did is it make the walkway go down at constant pace .

OR use the main bridge and go down slowly.

Thoses are two my ideas and again can not wait till official release.
jab

Post by jab »

grrrrrrr, utook my idea...... i was actually thinking about making this but u beat me to it =( . doesnt matter ill still dload cause it looks pretty awesome (better than what iwas planning) .
Protector_Pulch

Post by Protector_Pulch »

Elmo wrote:Nah, the elevator won't work with the AI, as said above ^ Any more suggestions to connecting the bridges?
Is it necessary that the AI use the elevator? If you place a CP close to the elevator and have an elevator of about 4x4 metres, a player can order some AI to follow him, drive down/up (depeding on from where he came) with them, take the CP, and the bots will spawn from there. So you don't even need to have bot-planning anywhere near the elevator.
Razgriz

Post by Razgriz »

Well i was thinking that the AI wouldnt use the elevator that players would. Like maybe when people play online. The ai dont have to use it
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Post by t551 »

OR, you could create the elevator such that it lies along the planning graph, with doors to block the ai until the elevator is there.
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Post by Elmo »

:shock: IM so confused now. lol. Yeah Pulch has A good idea. I have no idea how to work with elevators, I've never done them before, so Ill have to learn. And a question about the elevators-- Do i need a complete new model with a shaft down in the middle to put an elevator there, or not?
raz1992

Post by raz1992 »

Probably not. I think you could do it by animating an object, or it's something to do with a special type of region.
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