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[L4D2] Routing (Dynamic Paths)


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Anti-Bunny
Junior Member
Join Date: May 2010
Old 06-01-2010 , 17:03   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #121

Quote:
Originally Posted by Eraa View Post
on c1m3_mall, here there are ways to do something for the hard way :
http://img715.**************/img715/4...allstipper.jpg
I was thinking the same thing on this map. That ladder on the raised platform just seems like wasted potential, considering survivors just run past all of it..
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untalented893
Senior Member
Join Date: Oct 2009
Old 06-01-2010 , 18:17   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #122

Quote:
Originally Posted by Eraa View Post
I deleted a few additions that I believe to be necessary.
Also added bush to block the first road access, before reaching saftroom.
Thanks for the input, but I'll keep it my way. I feel the things you took out really add to the map. If you find it too difficult, you can change the path the medium

Quote:
Originally Posted by Eraa View Post
On a 10vs10 in versus it is not so easy with my version.
It's good to have more variation.

on c1m3_mall, here there are ways to do something for the hard way :
http://img715.**************/img715/4...allstipper.jpg
As for this. I really like the idea. I'm going to look into it and see what I can do.
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IronWarrior
Veteran Member
Join Date: Jan 2010
Old 06-01-2010 , 20:28   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #123

I'm confused, there are so many people uploading their versions of this plugin.

What to use for 10vs10? :/
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untalented893
Senior Member
Join Date: Oct 2009
Old 06-01-2010 , 20:32   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #124

I have updated the mall cfg file to incorporate this concept: http://img715.**************/img715/4...allstipper.jpg

I have also made a few changes to my original pathing:

-Fixed the fence at second escalator spawning on all paths on c1m3_mall (will no longer spawn on easy)

-Fixed an error where two objects would clip into each other on the barrier to the left of the store window on the hard path on c1m3_mall.

-Added bushes before saferoom provided by Eraa to c1m2_streets

You can re-download my cfg files below

EDIT: Looked over Eraa's modified version of my streets map. I decided I like the bushes that were added before the saferoom. Thanks for the contribution Eraa!
Attached Files
File Type: zip Dead Center.zip (6.5 KB, 232 views)

Last edited by untalented893; 06-02-2010 at 00:41.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-02-2010 , 17:48   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #125

Quote:
Originally Posted by IronWarrior View Post
I'm confused, there are so many people uploading their versions of this plugin.

What to use for 10vs10? :/

Youll hardly get around TRYING them.
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 06-03-2010 , 14:14   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #126

can you make it so, the paths are randomly set? not depending on difficulties (easy, medium, hard)
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 06-03-2010 , 14:24   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #127

Read the first sentence in the first post.
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Eraa
Senior Member
Join Date: Mar 2010
Old 06-04-2010 , 16:05   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #128

New pack : https://forums.alliedmods.net/showpo...&postcount=262
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Last edited by Eraa; 10-09-2010 at 07:52.
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IronWarrior
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Join Date: Jan 2010
Old 06-04-2010 , 17:02   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #129

Is anyone having problems with the Character Select Menu 1.8 with this installed?

After we installed Routing (Dynamic Paths), the L4D character selections are gone, there are only the L4D models.

Last edited by IronWarrior; 06-04-2010 at 23:39.
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 06-05-2010 , 06:41   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #130

@Eraa

some things to consider when making configs:

- Dont add the same entity twice

- Dont, EVER, "Kill" anything. It will remove the entity and break its function for the rest of the map. Changing Routes gets impossible if you killed a control relay.

- if you add more stuff either add the xx_route_blocker class or otherwise write a removal for it into the routing_wipe relay.



Here, ive cleaned your file a bit, try it.
Attached Files
File Type: zip c1m3_mall.zip (4.1 KB, 140 views)
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