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Level Design Olde Tower

just a question..but what does the trader arrow point to? the next segment you need to go to?
It seems regardless if you put a trader in your map or not, she still shows up telling you "she moved" and all that stuff. The arrows probably points to some sort of zero grid point of the map, or that's my best bet.
Some difficulties in porting it from 2.5, but I will try and have it solved as quickly as possible.
 
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Yea its still going steadily forwards. Tested it out last night and I got wave 1-6 working pretty flawless. There is a steam group, if you'd liek to help out testing it. http://steamcommunity.com/groups/myprod[url]http://steamcommunity.com/groups/myprod[/URL]

To Nenjin. Here's how it works:
You need 6 Light actors. 1 to work as light source for the surroundings and 4 for each side of the light staticmesh, as seen below. I suggest you change the LightRadius of these four to 1 or perhaps 2.
Finally, the last one is a corona. To make it shine through the mesh you must change the collision bool bBlockZeroExtendTraces to false. That will also make bullets fly right through it, but I don't think that really is a big issue here.

ex.jpg


New screenshot on page 1!
 
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wow that looks like a great map, it also answered some questions i havent asked yet about if maps could "progress" as you have done.

i was thinking about some map ideas based on london locations and things like tower bridge would be beatiful maps but tend to be quite linear, however with a progression system like you have they could work very well.

i might go photographing around parts of london (a risky business these days that can get you harassed by the police :p ) to get some possible map locations documented for people who are looking to create but need a basis to work from.
 
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