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DM-Diego-Battleship

Posted: Fri Sep 20, 2019 4:43 am
by D13GO_{HoF}
Hey! its done, my new map is here, this map is a battleship based in the DOS game Jazz Jackrabbit from 1994 with all textures ripped by me with extra ones from another map

This map is separate in 2 sections, the exterior and interior, the first one is open with low gravity and little cover for fights, while the interior is close quarters with more guns but with a second floor and some extra items too

Exterior
Image

Interior
Image

EDIT: This map was originally to be a CTF Map for RX and siege hopefully so i did the ctf version of this maps too after the DM was done

Re: DM-Diego-Battleship

Posted: Fri Sep 20, 2019 5:43 am
by Nelsona
PathNode 97,98,99,100 have no use / no paths. As I SAID NO Pawn can ever camp on them. If you don't need help, good luck with these.
JumpSpots - as I described in my tutorial from forum having no exits and no LiftTag are just wild points not connected with no use.

Re: DM-Diego-Battleship

Posted: Sat Sep 21, 2019 7:06 pm
by D13GO_{HoF}
calm down Nelsona, before attempting your advice, i wanted to do something beforehand so i used teleports so the bots can go between areas, i know your method is better however i didn't want to complicate myself too much either, anyway the jumpspots are just trash there that can be remove in a fix version but i just wanted to end this project long time ago

Re: DM-Diego-Battleship

Posted: Sat Sep 21, 2019 8:11 pm
by Nelsona
I'm calm because I'm focusing on something else here... If you want to see what I'm talking about do a simple test/check: just replace those two MedBox from that lower area with an UDamage keeping paths as they are at this moment and only rebuilding them, let me know what are doing Bots and if any of them can move out of hole. That's an end-point and this is not what player wants.