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Psi

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  1. Nicely done dude , making beautiful maps is soo much time consuming too bad we don't have like 40hrs a week or more to do it like the GRIN dudes have *cough*paidhourseven*cough* Yeah I should have picked a better job
  2. Yup it's historical...but don't forget it took me quite long to get it there and everytime I wanted to finish the map I added buildings to the edges but they all had walkway to the abyss of the map again...so it became bigger and bigger XD
  3. Showdown (underconstruction) As my earlier post I was making a level for GRAW. This shall become a COOP level when we can make COOP levels but for now it will probably wait for TDM since the map is quite big you would need quite alot of players (downside of bigmaps). Anyway here are some screenshots. (I still can't seem to add those attachments but oh well links for now then ) Screenshots are all 1600x1200, since it is the resolution I play in. Screenshot 01 Screenshot 02 Screenshot 03 Screenshot 04 Screenshot 05 Screenshot 06 Screenshot 07 Screenshot 08 Screenshot 09 Screenshot 10 Screenshot 11 Anyway give me some feedback on how it looks and what you think should be changed. I am still working on doing details and all and trying to remove as many bugs as possible.
  4. I might be wrong..but I think that all those advanced properties are scripted inside the xml and the editor simply reads it... Exactly. It's a level editor and not a object editor. Well most level editor's I have worked with allowed the user to set 'some' statistics/preferences for objects. But oh well I will just edit the xml file then most editors dont let you edit maps inside the actual game.. just go into the xml for the object and change the body template from whatever it is right now(probably static) to "debris" now you should be able to walk right thru! SWEEET thanks alot! *continues making his level* BTW quick question, where are all the props brush / (grafitti) stored ?
  5. I might be wrong..but I think that all those advanced properties are scripted inside the xml and the editor simply reads it... Exactly. It's a level editor and not a object editor. Well most level editor's I have worked with allowed the user to set 'some' statistics/preferences for objects. But oh well I will just edit the xml file then
  6. Hmm no , but I thought it would be possible inside the editor?
  7. To GRIN or anyone who knows it, how can you make some of the objects so that you can walk through them. Like the low bushes , they are a prop but you cannot give it any option that people can walk through them...they are like solid now which isn't good I know that in mission 12 'NORAD on the Line' there are bushes that you can walk through. Anyway that we can set these props to have the same statistics??
  8. Looks nice, you could maybe add the max # of players (though I dont know if we can set the max right now).
  9. Why would you want to delete them? Anyway everytime you save or the editor autosaves it saves all the things you changed last time. So statics u added between your last save and your new save will be stored in the new save file. Even though u can delete these files (I do not know what the editor will do if u delete like 01 file and leave the 02 file there) it still remembers all the props_brush and props_brush_(grafitti) anyone know where those are stored?
  10. ALT+F4? ALT+CTRL+DEL --> End Task? That's how I did it
  11. I ain't from GRIN but I can give you some advice. If you are trying to make a decent level I'd say try to use alot of different stuff in your level and try not to make it too squary. Use your imagination and the editor tools and it should all work out Also look around in maps of GRAW , look at how they are build how the streets are build. And also...even though your map may look awesome, it's about the gameplay in the level. P.S. If you are mapping for DM/Domination try to make ALOT of different spawn-points since people like to do spawnkilling.
  12. I think it's starting to become a big too big I have no idea how big DM/TDM are...sooooooo oh well I can always close down a road Overview
  13. Heya guys, I am trying to design a new level for Ghost Recon : Advanced Warfighter. Even though this is my first mapping for GRAW. I did do some mapping for UT2k4 and CS. The level is far from done , though I wanted to give you a small preview of the level. And give me some feedback on it. I will update later with new images offcourse The level is designed to become a CO-OP mission. However I am redoing it for now to make it usefull for either DM or TDM (when it comes out). Anyway here are some screenies any feedback is good Showdown_01 Showdown_02 Showdown_03 Sorry I don't know how to make thumbnails
  14. Just export your level through 'draft' mode instead of medium mode. And your level will be done in like a couple minutes. Though lightening looks crap , you can check your level out quickly and find the bugs At least that is what I use
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