Quote:
Originally Posted by Tiwaz
Quote:
Originally Posted by Ydiss
The doors will, as per my 'trademark', remain open once opened, of course biggrin:
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I noticed when I first played on CorssfireCourtyard. At first I thought it was a bug or something. But it seems logical. I have always found those self-closing doors strange...and annoying when you want to pass through at the moment it closes.
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It's an option in the func_rotatingdoor entity. I'm amazed it's not been used more before, self-closing doors are a pain and unrealistic. The way I see it is if you want a door closed you should close it yourself biggrin:
Quote:
Originally Posted by Ed
I think that CERTAIN windows should be traversable if the pane is blown out. Leave that in the hands of the man making the map to decide which ones.
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It's as easy as a click to change this feature, so I'll review it once the map is finished. For now, I'll make all windows blocked.
Quote:
Originally Posted by Ed
As far as the outline...Personally I think this should be a wartorn map like some folks are suggesting...bar stools turned over, windows ALREADY blown out, tables overturned for effect AND cover.
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I'm just having too much fun with the new architecture, right now. Crossfire wasn't too diverse externally (essentially, all I did was build the insides and box them in neatly, it's not even symetrical, not that you'd notice playing). It's quite a square structure, so the French village style is new to me, and a bit of a challenge.
I'll make this one fully intact because I want it to look lush, but looking at the votes on this thread I see the "Open outdoors" option is a close second. As soon as I've finished this map I'll start work on a third map with open fields, farmland, trenches and destroyed village areas.
Quote:
Originally Posted by Ed
Think the thread should be renamed like...
"Making of the Map...Behind the Scenes: YDISS!"
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I'd love to, if only I had an edit button biggrin:
Any mods care to lend a hand?