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LW-92 Walled-In SP Map
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I want to say this is a solid map, but I'm not really sure I can 'cause I didn't play this in the actual TIOCoop92, I played it in my 'nerfed for single player' version of TIOCoop92, where the AI are a little lot less one-hit lethal. I also tweaked up a powerup.def that makes all med packs and ammo packs respawn in one second, and they all refill both health and ammo. And even though I did a thing where excluded weapons are no longer excluded, my first playthrough, I took the default-ish weapons (M-16/M203, Beretta, Satchels. M16/M203 'cause I removed the M16 and CAR15 so I could add semi-auto to the ones with grenade launchers. I think. Something like that. It's been so long since I did it.)
That playthrough was so tense 'cause there's only three saves and no waypoints. It also took me a while to realize, no, it actually is getting darker. I love having a teammate that takes orders. The enemies were reasonably difficult. Since the RPGs actually missed me once or twice, I assume they aren't guided RPGs, and mappers that don't use GRPGs get extra points from me.
So this is not a solid map, it's a good solid map. I had a good time.
It improved when I hex edited nine saves and a little health regeneration into the .bms.
It's neat that the map gets darker with time, but the .wac coding from the weapons range map is not a convincing sunset. Try this:
That'll give you a nice orange/red/dark half-hour sunset. I like it, at least.
And I like this map, too.
That playthrough was so tense 'cause there's only three saves and no waypoints. It also took me a while to realize, no, it actually is getting darker. I love having a teammate that takes orders. The enemies were reasonably difficult. Since the RPGs actually missed me once or twice, I assume they aren't guided RPGs, and mappers that don't use GRPGs get extra points from me.
So this is not a solid map, it's a good solid map. I had a good time.
It improved when I hex edited nine saves and a little health regeneration into the .bms.
It's neat that the map gets darker with time, but the .wac coding from the weapons range map is not a convincing sunset. Try this:
- Code:
;night3.env values:
;fogtype 3
;skyfog 26 29 38
;fog 24 26 32 (.bms override 55 55 55)
;cloud 128 128 128
;sky 46 46 61
;sun 25 25 31
;ground 28 28 38
;ceiling 21 21 21
;floor 11 11 11
if ontick 9 then ;Must occur after 1 tick or else will click to settings upon mission start
/text "To orange."
colorfade 599 ;Time (in seconds, MAX 3600 = 1hr) to fade to settings below (Default 0)
skyfog 26 20 11
fog 55 33 11
cloud 128 70 11
sky 46 26 5
sun 25 23 21
ground 28 20 11
ceiling 21 16 11
floor 11 8 5
endif
if ontick 609 then
/text "To red."
colorfade 599
skyfog 26 11 11
fog 55 11 11
cloud 128 11 11
sky 46 5 5
sun 25 21 21
ground 28 11 11
ceiling 21 11 11
floor 11 5 5
endif
if ontick 1209 then
/text "To dark."
colorfade 599
skyfog 11 11 11
fog 11 11 11
cloud 11 11 11
sky 5 5 5
sun 21 21 21
ground 11 11 11
ceiling 11 11 11
floor 5 5 5
endif
That'll give you a nice orange/red/dark half-hour sunset. I like it, at least.
And I like this map, too.
LoneWolf likes this post
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