Mappers log
Thursday, August 30, 2012
...Is this project over?
No. This project isn't over. Since I'm still in grade school, I don't have a lot of time for mapping. I also lost inspiration for the project some time ago. I had decided to add some CoD: Zombies aspects to it. For example: I had planned to have 4 generators which power the main base. If all four generators go offline, you lose. This will still be included, but the idea is to have 2 generators. I have added the boarded doorways, much like those from CoD. They are also repairable. There will also be a sort-of unlock system, but I havent really explored that idea. After school ended last year, I lost inspiration for the project. But I plan to, at some point, pick it back up.
Monday, November 14, 2011
I fixed it!
I have fixed the issue with the waves, but I decided to completely lose the flashing lights feature.
Now, they are just lights that turn on at beginning of wave and turn off at the end. Thankfully, they still
show the difficulty.
Now, they are just lights that turn on at beginning of wave and turn off at the end. Thankfully, they still
show the difficulty.
Sunday, November 13, 2011
Mhm...
Okay, I've completely forgot about the blog, and I haven't been on for about a week, but updates have been made! These being the following:
~Shield added
~Auto-gun added
~Map completed
Unfortunately, I did find a HUGE problem; the game couldn't continue after 2 waves :(
This means more entity work for me, something I'm sure everyone hates, nonetheless everyone faces now and then. But I have recently found out about paste-special which will help me a lot. So stay tuned and I might post a video. Also, I'm extending my previously unmentioned deadline for releasing the gamemode from Thanksgiving to 2/1/12. Why? Because it gives me a lot more time to fix EVERYTHING and make more maps for the gamemode. It also gives me a lot more time to experiment with the gamemode ( e. g. Small combine invasions in some waves, the appearance of the Antlion Guard, other defense mechanics like the auto-gun, etc.)
~Shield added
~Auto-gun added
~Map completed
Unfortunately, I did find a HUGE problem; the game couldn't continue after 2 waves :(
This means more entity work for me, something I'm sure everyone hates, nonetheless everyone faces now and then. But I have recently found out about paste-special which will help me a lot. So stay tuned and I might post a video. Also, I'm extending my previously unmentioned deadline for releasing the gamemode from Thanksgiving to 2/1/12. Why? Because it gives me a lot more time to fix EVERYTHING and make more maps for the gamemode. It also gives me a lot more time to experiment with the gamemode ( e. g. Small combine invasions in some waves, the appearance of the Antlion Guard, other defense mechanics like the auto-gun, etc.)
Thursday, October 27, 2011
Alrighty..
Well, I have just completed a system depends the difficulty on the amount of people at the server, which is checked every wave. Me and Kane are hoping to set up the server this weekend and keep it up during Halloween. I might have to get Kane to teach me about the server things so we may even get two servers up. Currently, I'm working on a multiplayer public test map and I'm gonna download Synegry, the mod that we will use to play the map and the one we will run our server on. So be ready!
Wednesday, October 26, 2011
Update on the Gamemode mechanics
Well, I have recently found out that my good friend Kane is able to effectively host a 14 slot server on Synegry, which means that I will first be making ant_gamemode for multiplayer. This is actually very good for me because I am now able to: 1.Test my maps with the gaming community 2.Not worry too much about fun issue, as multiplayer is always fun, amiright? and 3.Not worry about the difficulty issue, maybe even make it harder (the antlion spawn numbers per each level) . But I may have to learn how to use the game_(entity name) entities, as the more players join, the higher the antlion spawn number is. Maybe not... Well see :)
Sunday, October 23, 2011
Sunday, October 16, 2011
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