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MH-MeltTown
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UT Name: K.A.A.L.
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PostPosted: Fri Jan 21, 2011 6:59 pm
PostPost subject:No icon Re: MH-MeltTown
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I want to exclude the UTMJMonsterhunt mutator effects from this map.
First because of the redeemers which cause crashes and also because the healthbars are nonsense.
What would that possibly be - a special mylevel code or what ...?
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UT Name: [SATA]Blood Asp UT Since: 1999
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PostPosted: Fri Jan 21, 2011 7:06 pm
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Kaal979 wrote (View Post):
Thanks!   Idea  
I must absolutely recommend the vertex editing and grid changing - you can make so much fast without disadvantage ... .
 


When you say about the Grid changing, do u mean changing that little number in the bottom right of your unreal ed which allows u to move things for 1/2/4/8/16/32/64 etc. Cuz i would not recommend changing those numbers.


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PostPosted: Fri Jan 21, 2011 8:11 pm
PostPost subject:No icon Re: MH-MeltTown
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Kaal979 wrote (View Post):
I want to exclude the UTMJMonsterhunt mutator effects from this map.
First because of the redeemers which cause crashes and also because the healthbars are nonsense.
What would that possibly be - a special mylevel code or what ...?
 

If the map is on dU servers it will have to use the dU mutator. Only the heavy monsters part can be excluded.
Also, if your map crashes from redeemers you'd better see what's wrong with it.
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PostPosted: Fri Jan 21, 2011 8:42 pm
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Its simply too much polys if viewed from top.
But on the ground its okay.
Is the strongmonster mutator for all maps on the servers ...?
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PostPosted: Fri Jan 21, 2011 9:12 pm
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LongCorridor maps are excluded.

And your map will be a pain to play with the framedrop from the polycount. Place some big walls block the view.
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PostPosted: Fri Jan 21, 2011 9:31 pm
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No - in the streets and buildings it runs smooth!
Also is it impossible to block with logical geometry just look at the screenshot ... .
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PostPosted: Fri Jan 21, 2011 10:17 pm
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Kaal979 wrote (View Post):
Also is it impossible to block with logical geometry just look at the screenshot ... .
 

As a general note, there's no such thing as "impossible". If the only solution to whatever issue in your map happens to be redoing half of it, you're going to apply your sense of priorities and redo it, or you forget your map.
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PostPosted: Fri Jan 21, 2011 10:30 pm
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Weird - because I actually cant wait to play it.
Maybe you have some megascale kitchen or bedroom maps in mind.
Well - they are big - thats correct but they only work because they dont reach
the poly(surfaces) count per viewfiels which is necessary for MH-MeltDown.
At least when if say flying is essential.  
I experienced how my UT always crashes while the alienqueen
in MH-Godz but i was able to reenter and use the other rooms ... .
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PostPosted: Sat Jan 22, 2011 12:21 am
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The new AirTiger:

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PostPosted: Mon Jan 24, 2011 8:36 pm
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Final textures preview:

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PostPosted: Wed Jan 26, 2011 4:32 am
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Who can help me with a liftexit problem?
Though blocking the lift like crazy after a time all bots reach the upper level.
Except on which blocked the liftexit point all the time!
Also when I order a single bot to follow its the same ... .  

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PostPosted: Wed Jan 26, 2011 5:42 am
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Here's my solution: screw that no one uses bots in MH.


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PostPosted: Wed Jan 26, 2011 2:23 pm
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But bots are great - also in MP btw.
Imagine you come alone in MH+Bots servers and have no problems at all ... .

EDIT: The stuck bots but suck hardcore since the destination room
shall be filled with meanguys and if the lift cant go back down - merry Xmas ... .
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PostPosted: Wed Jan 26, 2011 7:32 pm
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This server used to have bots in the first years but no more.

Reasons are:
1) They suck big time in nearly every map.
2) When playing alone or in small teams you don't want the bots to mess up with YOUR game (though there are the challenge servers since).
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PostPosted: Wed Jan 26, 2011 9:19 pm
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Yeah - maybe right - imagine: the redeeming suddenly works!
Only colliding the box top crashes now ... .
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PostPosted: Wed Jan 26, 2011 10:41 pm
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PostPosted: Thu Jan 27, 2011 3:08 pm
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I imagined and balanced the designs of the new lord chars:
Slith - poison yellow-green
Brute - hulk like nude variant
SkTrooper - blue with gold eyes
Skaarj - lich gold like behemoth
Fisk - red with mask
GeneStealer - red skin/ black shield
Krall - the violet
Mercenary - wine red boss char
Baron - gray redish hellknight variant from doom64
Imp - nightmare whitelike with blue eyes  
Insect - blueblack (?)
Spinner - b/w
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PostPosted: Thu Jan 27, 2011 7:11 pm
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Screens look interesting/nice , how long till beta version? Idea
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