- Changed the .sty file to wil.sty (Downtown District textures) after suggested by BenMillard, with good results
- Added bomb timers and bomb disarming timers
- The interiors outside the mainland have been deprecated and deleted, now the roof of the towers is just removed when a player is inside them
- Added arrows pointing to the doors and to the place-where-to-plant-the-bomb and to the bomb itself when its planted
- Added dusk lights
- Player order inverted, now the player can start a singleplayer game as the terrorist
- Changed the terrorist remap to red to prevent arrow confusion
- Added lampposts on the streets, although I guess I added too much
- Changed the mmp file to fit the new standard by Elypter
- Changed the bomb exploding time from 1:00 to 1:30
- Changed the ground level (and the buildings level) down to 0.0 but kept the WTC height so they look higher (suggested by BenMillard)
9/11
- Gustavob
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Re: 9/11
v2.0 released. Changelog:
You just lost the game.
-
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Re: 9/11
These are great improvements which add up to a transformed level. It's actually playable now!
- Lampposts are too numerous and too close.
- 30 metres apart would be every 7th block, alternating sides.
- Move them back from the road by 1 block.
- The garages don't teleport cars.
- DOOR objects are weird. Just use doorways and openings.
- Teleports are quite delayed. You could use COUNTER to track teleport direction and make them instant.
- You could SET_ARROW_COLOUR to indicate what each arrow points at. Green for a door, red for a bomb?
- Roof shouldn't have fences, let alone walls around it.
- No need to hide/show the roof, just have the bomb-setting happen at highest Z. Like a Hollywood movie...Die Hard or something.
- The wrecked building should be at ground level, not at 1st floor level.
- The wreckage is narrower than the building. If anything it should be a bit wider; see my earlier message.
- Nice find for the wrecked tiles.
- There are some blends between pavement types which could be used further out, if the swapping is fast.
- Traffic density seems too high and the roads seem very narrow.
- Scale is perfectly "shrink-wrapped" for GTA2 gameplay.
- Weapon locations don't seem to be thought out...how does terrorist get weapons at start?
- All the central buildings look identical. They should use different textures, such as the brown variant. (Again see earlier message.)
- Many buildings on level boundary are equal in height and much larger than WTC. That is wrong?
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- Gustavob
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- Posts: 407
- Joined: 18 May 2009, 21:40
- GH nick: Gustavob
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Re: 9/11
- I actually expected somebody to comment on that. Actually, I noticed that, but when I did it was too late
- Will do that
- Will do that
- I guess you're trying to tell me to open the doors/teleport the players only when they are on foot?
- Maybe
- That is intentional: the first time I scripted this the game used to crash when I got to the teleport point. Adding the delays fixed that, but I may reduce the wait.
- Will try
- I'm not sure what fences you're talking about, could you explain it more please?
- Like, exploding the roof? Maybe
- I've thought of that too, but I guess I tried to make it similar to "The Pile" after the WTC collapsed when I started it. Will probably change it
- That wasn't possible when I was making it because of the above point. But as I'll change it, this will also get changed
- Indeed, thank you
- Once again I didn't quite understand what you mean, are you talking about tiles 68/76?
- Yep, indeed. I might use zones to reduce traffic and make roads wider.
- Yup
- Yeah, I guess I just did something random at the time, with one base for each (one of which is not even used now), but then I spawned the terrorist too far from his own base (the base it to the west of his spawn place, with the weapons inside). I'll fix that.
- Will try it out to see how it will look like
- Yeah probably by mistake, will fix.
You just lost the game.