I believe I'm not the only mapper that has attempted to keep the action coming frequently in a very very large killing floor map.
I'm not sure if tripwire intended to limit certain things when it comes to what people can do with their modified UT2004 engine, but there are certain things that would be great to have the power of. One of these things absolutely being an option to set MaxDistance in Zed Volumes. There is only a MinDistance subcategory.
So I was wondering if someone out there had found a solution. I'm 600+ hours into the process of fully creating what would be the size of a medium sized island in the real world.
Someone that I've been collaborating with has been telling me that the only way to pull this off is to have it be an OBJ map. I would like it to be wave based. Ideally if there is any way to have a volume trigger nearby zed volumes that I would specify within the events tab, that would be perfect.
If someone has coded together a custom zed volume to include max distance, that would work just as well I believe.
What I've heard is that there are many beautiful, enormous maps out there that mappers have poured their soul into that have ended up being boring and therefore unplayed due to the gameplay being "hunt down zeds" instead of desperately pushing them back. Obviously players aren't going to like that style since it's literally the opposite of what KF gameplay is. I come from that point of view and like it to be tough to survive with seemingly more action than you can handle. That's why no area is more survivable than any other, despite it being enormous; it is dense with a lot of gameplay packed into any given small area.
If anyone can suggest a way for me to resolve this, I would be really relieved. It would make all of this effort much more worth while, knowing that there is a way that I can make this be capable of having the gameplay I have in mind. It would also allow others to use the same method that I used in mine, to feel free to create enormous maps that stay freshly entertaining for a much longer period of play time.
I am not opposed to resorting to OBJ mode if I have to in order to pull that off. Survival I think would be a nice fit, but not as well of a fit as wave based I don't think.
Triggers?
Custom actors?
Tricks/Work arounds?
I'm not sure if tripwire intended to limit certain things when it comes to what people can do with their modified UT2004 engine, but there are certain things that would be great to have the power of. One of these things absolutely being an option to set MaxDistance in Zed Volumes. There is only a MinDistance subcategory.
So I was wondering if someone out there had found a solution. I'm 600+ hours into the process of fully creating what would be the size of a medium sized island in the real world.
Someone that I've been collaborating with has been telling me that the only way to pull this off is to have it be an OBJ map. I would like it to be wave based. Ideally if there is any way to have a volume trigger nearby zed volumes that I would specify within the events tab, that would be perfect.
If someone has coded together a custom zed volume to include max distance, that would work just as well I believe.
What I've heard is that there are many beautiful, enormous maps out there that mappers have poured their soul into that have ended up being boring and therefore unplayed due to the gameplay being "hunt down zeds" instead of desperately pushing them back. Obviously players aren't going to like that style since it's literally the opposite of what KF gameplay is. I come from that point of view and like it to be tough to survive with seemingly more action than you can handle. That's why no area is more survivable than any other, despite it being enormous; it is dense with a lot of gameplay packed into any given small area.
If anyone can suggest a way for me to resolve this, I would be really relieved. It would make all of this effort much more worth while, knowing that there is a way that I can make this be capable of having the gameplay I have in mind. It would also allow others to use the same method that I used in mine, to feel free to create enormous maps that stay freshly entertaining for a much longer period of play time.
I am not opposed to resorting to OBJ mode if I have to in order to pull that off. Survival I think would be a nice fit, but not as well of a fit as wave based I don't think.
Triggers?
Custom actors?
Tricks/Work arounds?