Map Project

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40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

superchav wrote:Lol still w8in for PM
Just PM'd you. Sorry if i kept you waiting
superchav wrote:I love the smell of UnrealEd crashing in the morning.

Ummm, do i have to come over there and slap you? lol. thats the most annoying thing ever ever ever.
::gasp:: You mean you don't like the smell of an overheating computer?! Or are you jealous it never happens to you? :P j/k
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I love the smell of UnrealEd crashing in the morning.
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

Lol it happens on a daily basis when i try to open packages i didnt export first :D then i lose like 10 mins of work, i started to remember to save before i try to open anything custom now lol, took a while :P
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

superchav wrote:Also wail, do you kno of any way to make a weapon base spawn a certain magic type of weapon??? so like a mp5 of energy or something???
A weapon base that spawns specific magic abilities? Eh we don't need that :P
Also if you're thinking of placing artifacts, please don't place so much. I don't want this map to be super easy. Make it a challenge alittle bit.

I'm very tired of super easy maps.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

Lol i was working on a little map, which i just pm'd you about, it wasn't for the map project map :)
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40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

40_Shards wrote:I have a question: should our sections be relatively open, or could we have a number of walls?
My question still stands...
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I love the smell of UnrealEd crashing in the morning.
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

The point is for it to be a room, so whatever floats ur boat, aslong as it can be easily connected to the other sections, if u send and it cant be added well i will modify it.
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Reload
Killer in Training
Posts: 20
Joined: Fri Mar 21, 2008 11:00 pm

hey id ont know if this question has been answered BUT...

Should we put in a small signiture in our rooms just to let players know whos room they are in?
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

This hated post is deleted....
Last edited by DW_Ant on Tue Mar 10, 2009 12:40 am, edited 1 time in total.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
40_Shards
1337 Haxor
Posts: 193
Joined: Sat Aug 16, 2008 11:00 pm
Location: Sunspire

I have another question... :evil5:

What are the limits on custom weapons?

I'm guessing no EONS grenades or similar, and nothing which doesn't go with the map. But I was thinking of trying something different (obviously complying with the bug-free, stable, lag-free etc.) Maybe we could have some kind of special item in each room?
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I love the smell of UnrealEd crashing in the morning.
superchav
1337 Haxor
Posts: 447
Joined: Thu Feb 14, 2008 12:00 am

Dont put any weapon pickups or adren pickups , we will sort out the weapons for each room once every room ahs been put together, we dotn want 4 rooms with a rocket launcher and 1 with a bio :/

The signatures will be in the main room to where you enter each room,
If you place in zoneinfo in the room thats fine, but sigs will be above the door/tele to enter each room.
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