I'm currently working on my second map, CTF-Simple. Simple is not a reference to the level of detail, it's a reference to how easy I'm starting to find it 
Here's a sneak preview: CTF-Simple
Although it doesn't look like much now, the amount of work and detail that has gone into that one area is not exactly small. Using a PostProcessVolume, the water creates a blue highlight, so it looks like you are under water. It also blurs everything that is outside of a certain radius to further the effect. The static mesh rocks prevent the player from escaping and falling into the BSP. It also prevents the player from seeing the BSP in the local area. If not, you'd get the Hall of Mirrors effect, which is freaky. The door in the first building is correctly triggered by a TriggerVolume. When a player touches the volume, the door motion plays and it swings open. When the player leaves the TriggerVolume, the door is played in reverse and closes. Out of all of the stuff there, there is only 5 cubes. Everything else is Static Meshes.
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"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
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