Ty Shadow, you're the only one here who hasn't !!!SPAMMED!!! this topic to metabolic end product in the last 24 hours. I set the trigger to player prox, so I think that might be the prob. Being a noob, I'm not sure what I can do to fix it. Here's an Sshot:
@Everyone else: You only need to send me links once, not spam my topic over and over again with repeated and repeating "reccomendations". So, NO MORE SPAM PLZ. Thank you.
OK I have to admit, I have only used Triggered sound once in my 80? maps.
The only differences I can see between yours and mine are
1. Mine is set to MTran_Fade
2. Mine is set to Song Section 0
I can not see any other differences. Which leads me to think, it is where you are placing the trigger, perhaps the player is somehow not activating it.
You can open the map and then go to the top menu "WINDOW" > "LOG". Search the log for any warning or suspicious looking statement. Do this always when you have errors, it saves a huge amount of guessing time.
But in this case I don't think the log is going to tell you anything at all...if you send the map, the music file, leave the trigger and the music event where you want them, I'll replace your event and trigger with a working set, from one of my maps. If that doesn't work, then I would say you have some kind of editor issue or annoying bug. I have them too, I can not make breakable movers or breakable glass, they will cause the player to be kicked from server, never figured out why. Some other mappers have similar problems, certain functions of SDK are not available without error.
Failing this, I would ask a real mapper like Nobody or Vodunloas. Failing that, steal a trigger and music event from Single Player. I didnt say that.
Yes, my trigger triggers a .UMX file, not an ambient sound. So should be alright. We've had to do things like this in the past, for time's sake, one mapper make an element and add it to fellow mapper's map. Comparing mapping to making films, it's very unusual to create an entire mission, singlehandedly, some film's have had crews of over 12,000 people.
I guess I included actors... but look how many people are making DX3. And how many made DX1. It is a wonder how new gametypes develop at all in DX. Chinny and I are working together on DXSG_Nexus with help from 4/5 other FGS coders, mappers, texture artists etc. It's a lot easier to get good ideas and make a good map I think, it would be out already, but some technical problems, it is quite unusually designed.
I'm going to look at the map now, hopefully, Hitman or someone will spam this topic and I won't have to double post my feedback
OK I have looked at the map in SDK and played it. I'm impressed, you've tried to do something different from what is around at the moment. It reminds me of UT maps, especially the one that DX servers like to host, Morbius?
OK creatively, it's good, you have done something fresh and it's fun, very disorientating and confusing. I have only one issue, entirely a matter of opinion. But I would not make the floor and ceiling texture the same texture. In fact, to add to the confusion, why not make the ceiling a water texture and set it "small wavy" in properties, but keep translucent off. Big wavy is bugged, so use small wavy with water textures. At least I would make the ceiling texture similar to the wall texture.
OK now let's look at your map stats.
65 adds and 33 subtracts, that is an almost perfect ratio of 2.1 Good.
Now only one thing stands out to me, AVERAGE POLYS = 8. For such a small, fast action, deathmatch type map, it would be better to have average poly of 6 or 7 than 8, but 8 is no disaster, still quite playable, but auggers and fussy people commented in the past about such high polys on such a small and simple map.
The reason your average polys is so high, is simple. Your map has only 98 brushes, but 9 of these are staircases. You might want to consider removing the stairs and making ramps. Your average polys will then definitely be 6, which is rock and roll, for auggers too, which then you might want to consider a biocell or a repairbot to the map.
final point, incredibly minor, one or two weps might be too close to the wep racks, but I might be wrong, I tested it in SP, where player height differs.
I fiddled with the music event, can't see any mistake. Baffles me, I need some time to figure the error. If you want to follow any of my suggestions, do so, send me the new map with a different name and hopefully I will have the music event working, then we can get it on server tonight and see what players make of it.
Hmm, well tonight's gonna be a problem as the pc with SDK and the file on it is in the bedroom used by my bro and sis, and they've just gone to bed. But nvm, I'll sort it all out tomorrow.
And ty, I'm glad you're impressed. I've worked hard to make sure I got everything right on it. It's a simple map compared to say, CMD_VI, but I'm proud of it. I suppose my next project would be to make one compatible with SG! :lol:
Thanks Hitman. You would be a good person to review maps too.
I can think of one more issue...It's basically one room. One room maps with 10 or more players apparently can lag easily, remember GODZ_OMAHA? So it will be interesting to test it in a full server, I don't think personally it's going to lag.
Also I think you could remove pulse rifle, if you havent already, it's only my opinion but I think the map will be a lot more popular if fights last more than .25 seconds. Blades-only could be fun, but I think you have to create a wep choice that is balanced with the map and what people usually ask for. Probably we will have to test it and see what players think. I have a feeling it could make a good DTS map.
I suppose my next project would be to make one compatible with SG!
Feel free. Good Luck!
Hope you dont mind, but I am taking the liberty of posting a screenie.
The spawns are dark and red and pulsating. The walls are flowing, the floor is very confusing, slippy...
ShadowRunner wrote:Thanks Hitman. You would be a good person to review maps too.
I can think of one more issue...It's basically one room. One room maps with 10 or more players apparently can lag easily, remember GODZ_OMAHA? So it will be interesting to test it in a full server, I don't think personally it's going to lag.
Also I think you could remove pulse rifle, if you havent already, it's only my opinion but I think the map will be a lot more popular if fights last more than .25 seconds. Blades-only could be fun, but I think you have to create a wep choice that is balanced with the map and what people usually ask for. Probably we will have to test it and see what players think. I have a feeling it could make a good DTS map.
I suppose my next project would be to make one compatible with SG!
Feel free. Good Luck!
Hope you dont mind, but I am taking the liberty of posting a screenie.
The spawns are dark and red and pulsating. The walls are flowing, the floor is very confusing, slippy...
Well hey if you visit my archive site i've posted pictures of recent maps & mods for all to see. I'll post this one up to if enough screen shots
Eventually i plan to have a full gallery of mods and maps but it may take awhile. Right now i'm only presenting the newest and latest material that is available.
Banned on Alpha for making Elemental urine again...
[FGS] warn cause they are weak and have cry babies LOL ....
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