Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Dark Lord

#46
i make maps bigger than any others that i personally see, so i doubt that is the issue. however, there is a minimum height, and if you place a map too low, it is basically a un-fixable kill zone when you go down there (like my asteroid base where you will die before you hit the ground if you are jumping into the black abyss of the reactor room) this can be fixed by keeping your map around the blue grid.
failing to build all before playing a map can also cause the dying issue

other than that, id check to make sure everything copied over. sometimes copy and pasting from SP to a new map does not go so well and pieces get lost along the way, be sure that you have all brushes where they need to be and your player start is inside one of them
you might want to make sure that there are no triggers/events/ai stuff left over from the SP (ie be sure that the only thing in there is brushes and static mesh)
#47
i did the fog and it works very well now, also adds the type of ambience i was going for. thanks
#48
just wondering if anyone had any experience with this:
i am working on a highly detailed terrain area, but am limited in detail by what a typical computer is able to handle, because obviously i would like to balance looks and performance as much as possible
therefore, i tried creating different zones on a terrain map, but when i zoned off one section, the terrain no longer appeared in the zone that the terrain did not originate from
i also tried placing a second zoneinfo in the zone that had terrain zone marked as true, but the terrain would still not appear
yet it seems like it would be possible to me, considering that the SP levels have different zones, but using the same terrain map
any ideas?
#49
Completed Maps / Re: Sub Base
May 23, 2011, 02:45:07 PM
would you be able to upload it and put it under my name? i have tried on multiple computers and connections, but for some reason it just wont work
#50
Completed Maps / Re: Sub Base
May 17, 2011, 09:25:39 AM
i put the exe into a zip, but it keeps saying that the file size is 0 and cannot be uploaded
#51
Completed Maps / Re: Sub Base
May 16, 2011, 08:47:25 PM
here you are, let me know if this doesnt work. i still cant get it on this site
http://www.2shared.com/file/Ihk6RJR6/Sub__SubBase.html
#52
Texturing / Re: CamoTrooper
May 13, 2011, 02:01:10 PM
yes you must just make sure it installs to the steam's rc gamedata folder instead
#53
Completed Maps / Re: Sub Base
May 10, 2011, 01:40:48 PM
well i finally got around to finishing it

as usual, there is the DM/TD version, and i also threw in a CTF version for the fun of it

as an added bonus, i have included a new map that i made to go with this one called Sub
the entire map is made to fit inside of one of the subs that you see inside my navybase and subbase maps, and lets you see what the interior of one of those ships looks like
the map makes for a great close quarters brawl, yet still allows for stealth and tactical play, and it is one of my only small maps, so enjoy lol

as of now, i cannot upload it to this site because it keeps telling me there is an error, i tried a few other places but they arent working either. im thinking it is something wrong with my internet. i will keep trying throughout the day to get this uploaded and get it to you guys, in the meantime, if you want the map, PM me or post your email here and i will email it to you
#54
Completed Maps / Re: Sub Base
April 19, 2011, 01:04:47 PM
fraz, if you want to and wouldnt mind, just let me know when you finish that and send it to me and ill upload it in the place of the current camo mod

as for the map, it is basically done, just a few small touch ups, but i kind of lost motivation to do that since there was an apparent lack of interest on these forums, plus im dealing with a ton of business stuff right now because i am about to open up an office for the summer so RC has kind of been the last thing on my mind lol...anyways, i've got a lot going on, but i'll try to get it up on here within the next two weeks for u guys, and there's a little added bonus that will come with the map too  8)

as far as the SP level goes, that will probably have to be later this fall, i am not going to have much free time at all this summer
#55
Texturing / Re: CamoTrooper
March 05, 2011, 10:19:22 AM
i have updated the skins in the mod so that they look more like real camo patterns, and in some cases they blend in better
the jungle scheme i switched over to a german flecktarn pattern, and i did a realistic camo for desert and snow also, as for the royal guard, i replaced it with a digital urban scheme, and of course the black hole trooper is still there for all those who loved that skin so much
other than that, everything is the same

http://umh.sandcrawler.net/index.php?page=downloads&command=view&id=224
#56
Completed Maps / Re: Sub Base
January 20, 2011, 08:23:04 AM
nice, are those things that can be placed in maps, while retaining compatibility with the default?
#57
Completed Maps / [RC] Sub Base
January 16, 2011, 07:01:08 PM
http://umh.sandcrawler.net/index.php?page=downloads&command=view&id=227
http://www.2shared.com/file/Ihk6RJR6/Sub__SubBase.html


another one of my very originally named maps  ;) this one takes place in an underwater naval base
the map is currently in its final stages and, to the satisfaction of everyone who keeps asking me for it, i plan on releasing a SP version of the map once the MP version is finished
due to the SP level, several of the areas on this map are damaged, as you will notice in the screenshots, but i won't give anything away about what i plan for that level. regardless, the damaged content helps to add a new aspect that i have not really implemented in many of my maps before, and provides a lot of cover as opposed to some of my other maps. in testing, it has been much easier to ambush and evade on this map than some of my others. another thing that i tried with this map to fix some of the problems of my others, is that this map is much more circular than linear. the paths are laid out in a circuit that runs through the whole map, with the control room being in the center of that circle, having its own connectors to different parts. basically, that is to say that this map, although still fairly large, has in testing been a lot easier to traverse and find people on than some of my others
anyways, here are the screenshots:
barracks area with a view of a navy trooper (sadly, these only serve as decor in the MP version, but in SP there will be scattered ones to attempt to help you)

biosphere area

control room (basically the center of the map, from which you can access any other area) this screenshot also gives you a good look at the underwater environment outside

sub dock (1 of 2)

mess hall (which due to the battle is quite literally a mess)

officer quarters

smaller dock area with troop transport ship (you can go inside the ship, and this room will be where you start off in SP)

torpedo storage room


as always, i am open and asking for suggestions and feedback, so please let me know what you think
#58
Completed Maps / Re: DM/TD Jai'galaar
December 03, 2010, 12:32:28 PM
the pods are level 2 of the nose of the ship (below the armory, above the prison area), the one you will want to open is at the end of the room on the right
#59
Completed Maps / Re: DM/TD Jai'galaar
November 25, 2010, 12:04:17 PM
there is a teleporter in an escape pod which is opened by riding in the boarding craft and pressing the trigger at the right time
do not move at all when in the boarding craft, RC does not do well with movers and you will fall through otherwise