heh...well, gimme a new version
![sad :(](./images/smilies/002_ssad.gif)
Moderators: Jay2k1, DavidM, The_One
MeSSiaH{FCU} wrote: ...well, gimme a new version(ps: make it look better :p)
Originally posted by jet2lag
hmm
i had nearly the same idea for a map but i didn't know how to rotate the actors
my idea was just to make a map like that:
------------------------------------ [Blue]
~~~~~ Gravity division ~~~~~~~
[Red]---------------------------------------
[] = goals
from the side view
Originally posted by UnrealKrake
I also thought of jet2lag's solution; it works on every client if u use this technique, BUT, if you look at the ceiling, you see the players glueing up there with their heads
So i used the "warpzone technique"
Advantage(s):
- players are shown the right way
- ball is behaving very "realistic"
- no need to construct any teleporters and/or gravity zones
Disadvantage(s):
- many many bugs e.g.
- (I) many many clipping errors
- (II) many many lightning errors (in particular static mesh lightning)
- (III) my so called "static mesh mirror bug"
- hard leveldesign cause of texturing any half.
- radar seems not to get working cause of (III)
- camera seems not to work correct because of not having the possibility to warp the camera track
- ball's "tail" bugges very often
- can't substract to many parts in the map cause of bug (III)