Tremulous Forum
Media => Mapping Center => Topic started by: Rekov on February 10, 2007, 01:01:20 am
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two questions:
1. Are long hallways a problem for something in the game?
2. Why should walls be 32 gu or thicker, and is there a way around that? I am trying to make windows and I fear they will look awkward if very thick.
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The guide tells you why to make them 32gu. 8 gu can cause lightbleeding. You can get away by making it bevel into the window ... or you could make that particular wall the size you need it.
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Window
Sills
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From an architectural standpoint, don't make every wall in the place paper-thin, unless you want paper walls with sliding doors too.
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make the walls thin enuf to shoot thru, i want a wallhack lvl
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i wnt u to tpe wit prpr spling
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idk huw 2 tpe w/ prpr splng but my space bar is very broken and ive been going the extra mile to actually make it work after every word...ican stop ifyouwish
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get. a. new. goddammed. keyboard.
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sometimes im too lazy to go upstairs and get a drink. what makes you think im goingto walk to thestore to buy anew keyboard?
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"For reasons which are hard to explain and not at benefit to the tutorial always try making walls and floors at least 32 gameunits (gu) thick. This is as thick as a single block at the grid size selected by pressing 6."
long hallways?
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That tip is given to ensure no parts of models stick through.
Long hallways with obstacles are so-so. Long hallways without obstacles favor humans with hitscan weapons. Try to include alternate paths which aren't a long straight path.
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Thick walls will also prevent your map looking like cardboard. Doorways and transitions between rooms will look much more sturdy.
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thanks. I just wanted to know if long hallways were compatible with the game system
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32? Are your crazy? A good default is 8.
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someone should change the guide then. It says 32 minimum, 64 preferred.