there is this topic here.
you are off-topic
DW_Ant wrote:That is where maps like Abyss, Argento, Frigate, Grand Canyon, Iguazu, Acatana, Jumpship, Vindication, Nano Clean, Nocturne, Resident Unreal, Seraphim Falling, Thrust, Torlan, Use of Weapons, and Wangara came from.christmas wrote:2. to convert some existing UT2k4 Assault maps into monster evolution....
there are more than 200 out there, on web....yeah, thats right....so, converting a few of them, meaning, adding DWMonsterSpawners and removing the defending teamplayers' start... it cant be that hard.....
I would encourage you to convert a map first. No one is stopping you.
1. yeah, i know that already. here is the deal. you mention maps that cant be beaten in 10mins is Assault. [grow up burek]
and
2. I told you, you need to make a video tutorial on how to place a DWMonsterSpawner (basic and advanced) and show their basic properties...
more specifically,
a) monster types and monster ID
you should already have a full list of ALL monsters, in what package they belong to, their ID-tag and name,
so, someone can know what monster and be 100% it will spawn this monster and not wonder what went wrong
b) number of monsters to spawn (fixed value or proportional to players in-game)
c) HP of monsters
d) setting regarding infinite monster spawner
and I mean, just the basic of properties of the actor
after that, anyone who wants, can use the other in-complete tutorial you have about the properties in the forums about how to use DWMonsterSpawner actor
95% -> 90%DW_Ant wrote:Technically, monster with 95% resistance is now 90%, and a monster with 50% resistance is now 0% (doubles the gap between 100% and current resistance).christmas wrote:do you mean that, if an r4 player plays an r4 map, then monsters will have half the resistances than before???
50% -> 0%
this means that monsters now have...half the HP than before
I guess when you use the reference "now" you mean when the Level Damage Adjustment thingy is in effect, right?
or is it already in effect?