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Thread: AO-Sulfure-SE

  1. #91
    Member Pestcontrol's Avatar
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    Here's a shot from one of the reconaissance spiders secretly dropped beforehand by IAF Intelligence, showing the arrival of our marines:


    Before the mission Murphy managed to hack security systems and intercept this image from a failing security cam in an attempt to discover more about the facility's interior and layout:


    This image is taken from the facility's maintainance crew training guide, the eggs were jokingly photoshopped in by unknown vandals:


    And here's another highly classified shot from a security camera, showing the facility's storage area, in the extreme left an unknown bioluminescent reaction thought to occur during parasite stasis:
    [THN] Gaming community - www.thehavennet.org.uk
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  2. #92
    nooooooooooo you stole our idea!

    quick hurtz! assault them with your phallus! D:

  3. #93
    Member Pestcontrol's Avatar
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    I would like to remind you that such measures are inefective considering my persona.

    What was your idea?
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  4. #94
    Member MjrHuRTz's Avatar
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    We've done it with far more proity. My phallus will not be assualting anyone today.

  5. #95
    Member Pestcontrol's Avatar
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    Well i did it first.

    And i had to make do with ND's maps. Blame him. :p
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  6. #96
    Quote Originally Posted by Pestcontrol
    Well i did it first.
    LIES!..you just got it on the forums first!

  7. #97
    Member Pestcontrol's Avatar
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    That's like saying "I ran faster but you crossed the finishline first."

    It makes you look like a ph00l.
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  8. #98
    How to explain that... Map release was supposed to be tomorow, but i had at bad new a few minute ago. My cousin just die in a car accident. He smashed a concrete pilar under a bridge of Montréal and died instantly. I go meet my family tomorow. Map will be release soon as i can. Sincerely sorry, and thanks for you comprention. ND
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  9. #99
    Member Ki!ler-Mk1's Avatar
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    Quote Originally Posted by NoData
    How to explain that... Map release was supposed to be tomorow, but i had at bad new a few minute ago. My cousin just die in a car accident. He smashed a concrete pilar under a bridge of Montréal and died instantly. I go meet my family tomorow. Map will be release soon as i can. Sincerely sorry, and thanks for you comprention. ND
    Oh, thats awful, You need not apologise.

  10. #100
    Member DarkLord75's Avatar
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    My condolences, NoData.
    "Spera: Ooh! Ooh! You hear that? A bird singing out amidst our desolation. It's a miracle. The miracle called supper."

    --Lucifer #28, Breaking & Entering

  11. #101
    Thanks to all. Last weekend was pretty hard for me and my familly. Hes now rest in peace.

    The good news now! Map is done! Really! But i have a major problem! The bots dont do the difference between a bridge or a lava pit! And they fall down most of the time! So if we want the map single player friendly, i dont have the choice, i need to wait and find a way to prevent that. I have msg Carth about it, but if someone have an idea, or know a specific class bloker for bot (but not for controled marine), give me the hint! Caus doing a map of 25 minutes and see your hack falling down on a pit for no damn reason is not really cool!! Thanks
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  12. #102
    Member Baz's Avatar
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    maybe a physics volume that only pushes aomarines with aicontrollers?
    ..it's safer here.

  13. #103
    Member Phantaloz's Avatar
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    Could pathnodes help your situation?
    The *mean French look* haunts...everywhere.

    Look mom, I double A'd Moses -2kmix- heavy

  14. #104
    Member Carth's Avatar
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    Quote Originally Posted by Phantaloz
    Could pathnodes help your situation?
    Yes, stop them following a path that makes them walk off by adding the PathNode to the ProscribedPaths list. Show paths in the 3D view, and check any that look like something a lemming would do, and disable them with proscribed paths. Then they'll follow the bridge route

    Blocking volume would be nice as well, but if you only want it to block bots and not people, I don't think that's possible. I tried such a thing, and couldn't get a class that blocked only bots.
    I think I can love you
    Let's facwe the future together

  15. #105
    Member Fuzzy Bunny's Avatar
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    Aye, pathnodes are probably what you want.

    About the bot blocking volume: suppose someone jumps a marine into the blocking volume, then switches to a different marine, what would happen?

  16. #106
    Member Carth's Avatar
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    The marine would be past or inside the blocking volume?
    I think I can love you
    Let's facwe the future together

  17. #107
    Map already have PathNodes, but they just dont make any difference between the pathnode on the other side of the pit, or the one on the bridge... Not enough distance between each side of my bridge?
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  18. #108
    Member Fuzzy Bunny's Avatar
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    Quote Originally Posted by Carth
    The marine would be past or inside the blocking volume?
    I was hoping for something a bit more catastrophic... like crashing your computer.

  19. #109
    Member Carth's Avatar
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    Quote Originally Posted by NoData
    Map already have PathNodes, but they just dont make any difference between the pathnode on the other side of the pit, or the one on the bridge... Not enough distance between each side of my bridge?
    Do what I said, and mark the pathnodes between the two sides that don't use the bridge as ProscribedPaths, and the bots won't follow them.
    I think I can love you
    Let's facwe the future together

  20. #110
    MAP RELEASE!!! Set first post here for info and download links!
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  21. #111
    Member DiP's Avatar
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    You put a lot of effort into this Keep it up!

    Looks good, Don't got ASw so i cant check it out.

    You should check my first map out
    (http://www.mapraider.com/maps/?fileid=3215 )





    Your order has been dispatched!

  22. #112
    Member Hybrid's Avatar
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    No.

    Just... No.

  23. #113
    Member Baz's Avatar
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    Oh god. People who make maps like that should be aborted
    ..it's safer here.

  24. #114
    Member MjrHuRTz's Avatar
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    Have you ever even watched "The Editor Has You?"
    Maybe it'll teach you a few things....

  25. #115
    Member Sniper 1's Avatar
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    good job, No Data. excellent map - very fun to play.

  26. #116
    thanks a lot! But here the true:

    -Fuzzy_Bunny found a way to unseal the first door without starting the east platform spawn.
    -Ki!ler-Mk1 found a way to roofhax the entire vent/ammo room/panel section.
    -Asellus found a way to fall back to the south elevator even if the crane with the huge blue crate block the way.
    -I found a way to get the pannel without doing the vents.
    -I found a way to roof hax the circular train ramp, allow me to reach the west platform via the roof without problem.

    New fixed version soon. I dont have the choice. By using every hax, i manage to do the map in 7 minutes today.
    If you find another hax of any kind, could you PM me about it? And a screenshot could help me a lot. Thanks.
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  27. #117
    Member Moses2k's Avatar
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    Fun while it lasted. We still have that 'other' little hack to keep us company.

  28. #118
    Member Pestcontrol's Avatar
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    Hmm, come to think of it, should've been a public beta release!
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  29. #119
    Yup. The major problem of the map is the multi-level design...
    My AS2K4 map: Sulfure-SE
    And a fixed one: BehemothTournament-TE2

  30. #120
    Member Pestcontrol's Avatar
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    Antiportals are your friends! Just put them in floors and the odd elevator shaft.
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