Extreme Paintball: Destroyed City
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Darth_Z13
- Jedi High Council

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- Dohnutt
- Hoth Battle Chief

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Darth_Z13
- Jedi High Council

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- Dohnutt
- Hoth Battle Chief

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Ok.Darth_Z13 wrote:Yes I did and all of your concerns have been fixed already. Thanks!
@my beta testers, I have corrected many problems since last time so I'll have a new beta that's actually a beta soon.
Can't wait for the next Beta!
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Darth_Z13
- Jedi High Council

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Desperate times call for desperate measures. Zeroeditor is lagging like there's no tommorow. I've been forced to uninstall the Mod Tools. Don't worry because I'll get them re-installed soon. Once that is done (in about 20 minutes) I'll fix a few problems and release the next beta. Get ready.
Beta Testers Please Note: CTF is completely and totally [wordnotallowed]-up. DO NOT PLAY! I will get it removed ASAP. Please only test the assault mode.
Beta Testers Please Note: CTF is completely and totally [wordnotallowed]-up. DO NOT PLAY! I will get it removed ASAP. Please only test the assault mode.
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Darth_Z13
- Jedi High Council

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Darth_Z13
- Jedi High Council

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Sorry I've already got 9 which is more than enough. Here's a Zero screen though.

PM's will be sent in a minute with to all testers. There's alot more in the map since last time.
BETA TESTERS PLEASE NOTE: The Endor bunker is kinda messed up rgth now. Sometimes you fall through the floor.
EDIT: More screens.



PM's will be sent in a minute with to all testers. There's alot more in the map since last time.
BETA TESTERS PLEASE NOTE: The Endor bunker is kinda messed up rgth now. Sometimes you fall through the floor.
EDIT: More screens.


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Darth_Z13
- Jedi High Council

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(-MOD-)_Stalin
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GuitarMan
- Command Sergeant Major

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Okay I just tested it. IT IS AWESOME! Some spaces are a little open though. Try to make the hills a tiny bit higher. Also Instead of kneeling down when they die, make them die regularly. Try to make new weapons and mix up the troops. One of the Paintball Vetrans has a VERY high unlock goal. Try to change that. Take CTF off because it doesn't work. The Mygeeto bridge is a little glitchy. And try to change the color of the paintballs for each gun, and the splat effect that it makes when it hits the ground. Other then this stull THE MAP WAS AWESOME! Great work!
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(-MOD-)_Stalin
I loved it. I think the kneeling down thing was correct, because they don't really die... Unless of course the paint is acidic... The away team's (Blue) Junior Paintballer doesn't have that cape-like thing at his waist. I don't remember if the home team's one did.
The other thing is, (Aside from the real 'glitch' I found, which I'll PM to you once I get the pictures uploaded) alot of things need to have collision geometry, of be innaccessible. If you jump over the wall, pretty much all the mountain and ground (The darker areas) are not actualy physicaly there, so you can walk through/into them. Same with the big thing that was taken from hoth: The big Ion Cannon thing: It's outside the wall too, but it's not literally solid, so you can walk through it.
This brings me to the next point: The wall should be made higher. I realise the wall is essentialy there to serve as a boundary for the AI. In that regard it serves it's purpose. However, the human players could always exploit one of the many hills next to it to jump over it, walk around the whole map, and surprise the people on the other side, not to mention the fact that they'd realise how all the ground behind the wall was primarily only a prop. So to avoid cluttering your map with unnessesary poly's to make those physicaly there, you should/could just raise the wall higher.
Sense I realise you've already said you're still working on the slash effect made by the paintballs, I'm not going to comment on that. Also, I'm not sure if you intended this, but the Junior Paintballer has a lock-on feature still left over from the weapons earlier days as what I'm guessing used to be the Manga-Guard's weapon. Makes it rather un-realistic when paint balls are changing course mid-shot.
Other then that, it's a GREAT map. Keep up the good work.
The other thing is, (Aside from the real 'glitch' I found, which I'll PM to you once I get the pictures uploaded) alot of things need to have collision geometry, of be innaccessible. If you jump over the wall, pretty much all the mountain and ground (The darker areas) are not actualy physicaly there, so you can walk through/into them. Same with the big thing that was taken from hoth: The big Ion Cannon thing: It's outside the wall too, but it's not literally solid, so you can walk through it.
This brings me to the next point: The wall should be made higher. I realise the wall is essentialy there to serve as a boundary for the AI. In that regard it serves it's purpose. However, the human players could always exploit one of the many hills next to it to jump over it, walk around the whole map, and surprise the people on the other side, not to mention the fact that they'd realise how all the ground behind the wall was primarily only a prop. So to avoid cluttering your map with unnessesary poly's to make those physicaly there, you should/could just raise the wall higher.
Sense I realise you've already said you're still working on the slash effect made by the paintballs, I'm not going to comment on that. Also, I'm not sure if you intended this, but the Junior Paintballer has a lock-on feature still left over from the weapons earlier days as what I'm guessing used to be the Manga-Guard's weapon. Makes it rather un-realistic when paint balls are changing course mid-shot.
Other then that, it's a GREAT map. Keep up the good work.
- Dohnutt
- Hoth Battle Chief

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cloneknight
- Chief Warrant Officer

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