I thought it were a chigger, but it werent no chigger! But it were!!! Spookey!! So i ran! HEY! You're not my dad!!
UUUHhhhh cant we like send private messages or something? meh. Zahl! i need help! Ubisoft is **** but i like FC2, even though i cant play online, i totally enjoy making maps, and now that i have AI it's given the game a new lifespan!
ONLY PROBLEM IS THE AI JSUT STANDS THERE WITH IT'S ARMS OPEN AND NOT MOVING AND THE ONLY WAY I CAN KILL THEM IS BY RUNNING THEM OVER!
I'm totally ******* off here >.<
Do you know EXACTLY how to install and make the AI work?
Yo, what's crackin'? How come you never return my calls?!
I have been toying around with an idea involving this map or it's variants, but specifically the physical layout and props...
I'm thinking of deleting all the ammo, mounted guns, vehicles and multiplayer objects and saving a "base" map, devoid of playable content, jsut a bare map.
Then i will start making smll variants of the map for each game type, and limited boundaries, drastically reducing the playable area, while still maintaining that sense of beauty and vastness.
For example, a game of Deathmatch would be restricted to the lower caverns under the cliff villages in front of the lake, while TDM would feature the inside of the mountain itself, and a game of uprising could have players scampering about the hill "island" in the middle of the map.
While i love CTD forcing the players to visit the full range of the map, it wouldprobably be best if i kept the diamonds nearer the lake. i think the UFLL diamond is great where it's at, but i'll move the APR diamond to the abandoned farmhouse or clay hut by the lake.
is there, like, a list of comparisons between spore and "better" spore?
it will take a lot of doing to bring about appreciation for this game... my expectations for an evolution based game are so much more than computers can DO for us... just how much "better" is this?
does this mod support 64 player size maps?
i also have to ask if jumpping will ever be considered or if it is to be kept true to it's origins, in which case, invisible walls and no falling would be prudent... i'd prefer not.
oh god, a 2 hour download on 100 MBPS connectivity... i love you guys all so much, thank you!!! <3
wait... where...? failure to recognize location.
oooooohhh epic indeed!
truly epic. can we fall? and are the camouflaged halls still passable, or are they really walls now?
Shouldnt we be able to see the Dam from here though?
i should get you to do one of these epic cool preview screens for skytropolis :P
it's great getting a top-down shot of a good map. the map is actually a lot smaller than it looks in game :D
Now... what if you expanded the boundaries to allow people to run all around the perimiter of the map?
it'd be crazy.... still pretty tightly contained, though players would have more sneakiness available to them :P
all maps truly depend on the players. ultimately you jsut have to go with the general player (aka teh noob)and base it off their play experience.
this map is real good, lots of fun, but in the versions before (not sure about now yet) it was a pain to get to the APR diamonds, or on to the tank at all.
in the last game i played it had been updated somewhat, but i dont remember what was changed :P
All in all it's a great map and lots of fun. you should be proud :D
and the you tube vid is a great vid too :D
this map is the best D-day i have played in FC2, GREAT JOB MATE! :D
and im quite honnored to have been included in the one of the action scenes :D
good map if you like quirky concepts like this. i enjoyed it, but had too much trouble taking the side paths to make use of them.
the pipes could be a little bit lower in my opinion cuz falling to the training walls below them shouldnt result in death; it's not that far a drop.
i would love to see an interior, but if it impacts frame rates then it isnt worth it.
Overall, this is a silly but very entertaining map.
on par with watch your step (but like WYS better).
what did you use to do the ropes on the masts? that is awesome that you found a prop for the job.
this map is great man, i have lots of fun playing it.
seems like the one team on the hill has an advantage in CTD though. but it makes for a great match.
lessee, i havent updated this download in a while, im not sure which version you played, exactly. if you played on eagle's lately, then im ceratin i know what map.
map limits? if you mean boundaries, yeah i kinda had fun with them, because i could.
i made a few "out of bounds" camp spots.
The frame rates drop pretty severely on lower end machines man, you've got a good computer on your hands. i average 28 FPS when looking in toward the center of the shanties, but pretty smooth otherwise.
almsot reminds me of igor in the young Dr. Frankenstine with gene wilder...
IIIiiiiiiiiii aint got no boooody!
actually once i get some signs in, "lost" will be a little more fun, because you'll be able to "find" places.
im getting to the bottoms of the stairs. forget the textures on the bottom of the bottom level, people arent SUPPOSED to fall down there ;) besides, i still have optimizing yet to do. much of the sidewalks need more occlusion blocks and im not too enthusiastic about "fixing" the bottoms of objects. that's Ubi's fault, not mine. if I were making these objects, there wouldnt BE any invisible corners, sides, or layers. you'd effectively be able to interact with objects on all 6 sides.
but i didnt make anything in FC2 except maps. blame ubi for the bottoms of fort blocks.
i'll fix that after it's optimized.
Signs are a bore, and a chore. but once i get some signs in there, people should be able to tell dead ends apart from paths leading to a glorious firefight.
I'm glad you liked it though, i admire your maps really, so that really says something about this one! :D
i hope that once it's finished, it will be favored by Eagle's Nest's regulars :D haha
but uhhh... im actaully kind of confused as to how people are getting lost... there's only like 4 5 or 6 ways to get from APR to UFLL and ultimately there are only 2.
it's pretty straight forward, so i dont know how people are getting lost. you have to pass through the center of the map, that's the rule, you cannot play the map without following that rule.
if you go down, you pass through the cliffs at the ladders in the center.
if you go through the top, you either run through the tunnels in the center, which pass the cliffs, or you run across the top, which you can see the other team's freaking base!! HOW ARE PEOPLE GETTING LOST?!?
oh well, i'll add signs and see where it goes. what buildings are posing a problem, you think?
indeed, i once attached rockets to a corpse to try to make it walk...
surprisingly well actually.
going to add solid inaccessible structures lining the cliffs so players cant walk across the cliffs to get to opposing base.
im also thinking of where that ammo box is down under the tower on the right, or in the new tower by the house. but i want it to be in the middle level, between the upper and lower levels, naturally.
okay, who do i contact to inquire about the video error?
ROFL update: an entire section of the sub level path for UFLL was missing, completely and entirely missing! XD im glad i caught that! XD okay, so, i've about finished the underside pathways, fixed a few topside details, and added ammo boxes, however i dont like the ammo boxes... most of them are perfect, but the center of the map is kind of dry, so firefights topside might get tight on ammo, im not sure, only play testing will help with that, but im not going to start testing this map unless either eagle's already adding it to the rotation, or I/we can get some decent cover and detail, and the map can still run smoothly on my low end machine.
Making decent maps on a low end machine is tough, but in a way, it's rather rewarding! :D
with some of the progress im making today, im really wishing i finished this map over christmas... :( it coulda made runner up for WTF award :D LOL
or maybe im just full of myself... (omit or, omit maybe)
k now it says sent for processing, instead of error, so that should be a good sign :D