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Messages - Joker

#1
Maps in Progress / Re: KF-Isoloation
March 21, 2010, 10:05:48 AM
Yeah lol i fail at pathing? and i forgot to do the shop >_<? grr. but thanks arramus for telling me bad things about it :P i just like my map because everything is pitch black lol i remember going in the room with the barrels and see a bloat out of no here inside it xD~ Oh and if you could get a me a screen shot for a map preview  :cry:  i tried doing it and failed lol.
#2
Maps in Progress / KF-Isoloation
March 20, 2010, 10:26:55 PM
Well made a map since i  forgot everything i did learn from KF-SDK but now i learned a little bit more :D!

http://www.megaupload.com/?d=VBL94MOZ - is Map.

Its not completely done or decorated but meh just wanted to make it look "cool?"


^^ be cool if you told me what was wrong with it.
#3
Maps in Progress / Re: KF-CarryOnUp
July 19, 2009, 07:38:27 PM
Lol you should make the glass cause damage would be better for the players, (Atleast then they would flee in teh sight of sirens o-o and glass lol)

But yeah i havent worked on "goodies" :/ ive just been gone lol :)
#4
Maps in Progress / Re: KF-CarryOnUp
July 19, 2009, 12:32:47 AM
dude it looks great keep going on it, this WILL be my favorite map if its made
0-0! :) Love teh setting. (By the way im gonna try and stay around a bit more sorry for being gone so long O_o)
#5
Unreal Engine 2 General Modding Chat / Well :/
June 30, 2009, 09:04:02 AM
after i quit my old map i went to go and try out new ideas of mine since i dont play KF alot anymore :/


Right now im testing out the power of the LAW and Emitters/Movers/Netaktors/Triggers for my explosive ideas lol

anyways i thought by making a skybox i could fix this (i wanted my giant dome a DOME? lol)

anyways if anyone could tell me whats wrong >.< Ive had this before and corrected it before but i dont wanna do that :/
anyways (If i use a solid texture such as brick, instead of glass it doesnt do this... but  i thought the skybox would help guess not D:)

anyways heres screenys D: please tell me whats causing it and ill try and fix :D
----------------------------------------------------------------------------







---------------------------------------------
if you can tell me how to avoid :/ OH and a quieston..
How would i make a skybox work?
i have it set up but how would players be able to notice it O_O
#6
~Ended Map :D~


Well the whole point of the map was random adding's and etc.


Know that i know the basics i need to start making a REAL map :D (My imagination is soo weird :/)  :D but yeah :/ in the end it was ok just needed like 100000Thousanths... more work done too make it good :D and its incomplete soo :/ pssh



-Thread closed :D?-
#7
Maps in Progress / Re: KF-Brewery (Beta4)
June 27, 2009, 08:12:48 AM
very nice lol, I might check it out with a freind xD but i belive hes at a piano contest or something so :/ but yeah xD NICE PROJECTOR MAN.
#8
Maps in Progress / Re: KF-Brewery (Beta2)
June 25, 2009, 05:23:16 AM
Yeah im enjoying and im asking otherp eople and they same the same very enjoyable map ; D
#9
Maps in Progress / Re: KF-Brewery (MIP)
June 23, 2009, 08:54:03 AM
Looks beautiful too me :D and thanks for clearing that up for me :P






Hey, i just wanted to say this for the fun of it, a cool add on xD


Add a first aid kit or two and let them be beer bottles (You should know how too do this you thought me lol :P)

It would be kinda cute :D Since you are in a beer factory and im preety sure the healing process of alcohol (I dont drink soo :/) on a apocalypse type enviroment would help alot lol xD.

Thought it would be cool and wanted to share hehe xD (have them in like a fridge or something :/ or in a bar) :D
#10
Maps in Progress / Re: KF-Brewery (MIP)
June 23, 2009, 05:09:17 AM
Very nice i think i might have a favorite map if its released lol (feels like biotics but in a brewery which is a good thing = biotics being swarmed by crawlers -.-)

BUT some parts of your map as i would say it look like its only going to be hard when fleshpounds come out and rip the fuck out of the players :O since its a claustrophobic map where players can easy notice and knock out crawlers/stalkers (the main killers excluding clots of course xD) but it still looks (excuse my language) Fucking awesome :/ cant wait till release!!!!!
#11
Soooooooo

Now that I know this I think it would be possible to have more dramatic and some what story or objective based progressions?

My idea is simple:


having triggered emitters wired by a use trigger? If that is possible all that i know is that it can be used by  triggers i havnt looked into this personally.

Preety much using a computer as the static mesh for the Use Trigger :D and having it unhidden so its a visible static mesh (So you have pinpoint exact location of using the use trigger :P instead of moving around a little dinosaur head -.-") And then have emitters around a door probally barricaded with many objects  then causing the emitters (Probally explosion or fire) going off once they trigger the emitter and a invisible  Mover (lol im just throwing out ideas it probally is impossible) causing well over 100k+ damage since the barricaded door will be caused by netaktors and have there health at around 99k damge :D

so the mover movers in by the trigger and emitter at once and boom

the barricade is gone and emitters go off. (With of course the barricade being a netaktor have a destruction effect :D?)


If you guys think its a good idea tell me :/

~and the netaktors unshoveable so players will not notice the mover :D *Id go for a mover directly ontop of the part its going through going straight down so it would vanish instantly (with a mover speed of 1second of course :/ you want it done quickly) :D!
#12
I have an idea :/ place multiple keys on the same spot so that players Pick up all the keys, which would open each door seperately?
#13
Maps in Progress / Re: KF-Brewery (MIP)
June 18, 2009, 06:19:16 PM
Looks very nice :/
#14
Oh nevermind, THANKS ARRAMUS! :D Youre always there when i need you xD
#15
Unreal Engine 2 General Modding Chat / need help :/
June 17, 2009, 07:42:49 AM
My editor isnt snapping :/ edShouldSnap is toggled to true but its i guess you could say False on its own?