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(Old version) Ykwii https://aotskins.com/viewtopic.php?f=72&t=5148 |
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Author: | xXSB101Xx [ April 2nd, 2015, 3:38 pm ] |
Post subject: | (Old version) Ykwii |
This post is an outdated version, with an older version of the map. Better for computers with less horsepower but with fewer items. My map, as far as I seen, is the first to exploit the movable spawns and set them outside the barrier, the end result being a GIANT map that is way beyond normal 10x10 limits. What do you mean by bigger then 10x10?: Spoiler: Code: Spoiler: Screenshots: Spoiler: As of current the map has: 5 different towns Cave hill with small castle on top Arena with Annie inside Abandoned temple with several strange relics inside Trippy ass ferris wheel in town closest to arena Leave more suggestions down below! Glitches: Spoiler: Editing this map: Spoiler: |
Author: | xXSB101Xx [ April 2nd, 2015, 10:01 pm ] |
Post subject: | Re: (WIP) Unnamed map |
Map updated with screenshots and newest code |
Author: | Syeo [ April 3rd, 2015, 9:40 am ] |
Post subject: | Re: (WIP) Unnamed map |
Actually, it's not even necessary to move spawns outside of the barrier. Simply switch to "misc" in the editor and disable the boundaries and you get the same result. I tried the map and it's big, but it's clipping quite hard. You should use one big object as the ground, or at least change the height of the level a little bit. When two objects are almost on the same height, they are clipping. |
Author: | xXSB101Xx [ April 3rd, 2015, 6:32 pm ] |
Post subject: | Re: (WIP) Unnamed map |
Actually, not to be rude, but the disable boundaries, really doesnt disable the map boundaries, it just increaaes the boundary to a small 10x10, while the current boundary of my map is near unreachable. Compare to my map, the 10x10 boundary is nothing. The ground I did set as one huge object, however I put in roads to add direction and a bit more detail to the map as it would be otherwise near impossible to find anything in this map. |
Author: | Syeo [ April 3rd, 2015, 6:52 pm ] |
Post subject: | Re: (WIP) Unnamed map |
You can make it as big as possible, but for what? You can't fill it with enough objects to keep it interesting though. Especially since unity can't handle too many objects anyway. At least I'm getting problems after ca 1300 objects. |
Author: | xXSB101Xx [ April 3rd, 2015, 7:47 pm ] |
Post subject: | Re: (WIP) Unnamed map |
Code updated, and now on pastebin as its to large for the message box to hold. |
Author: | xXSB101Xx [ April 6th, 2015, 5:04 pm ] |
Post subject: | Re: (WIP) Unnamed map |
Updated map, now has a WIP arena that has annie in it. |
Author: | xXSB101Xx [ April 6th, 2015, 5:13 pm ] |
Post subject: | Re: (WIP) Unnamed map |
Let me know if anyone would prefer to have two versions of the map, with one that has annie and one that doesn't |
Author: | xXSB101Xx [ April 7th, 2015, 9:36 pm ] |
Post subject: | Re: (WIP) Giant Map (no barriers at all) |
Currently working on changing all the roads from planes to cubes to minimize flickering texture. It will look a bit...weird for a road, but it's better then having a seizure inducing road. |
Author: | xXSB101Xx [ April 9th, 2015, 12:00 am ] |
Post subject: | Re: (WIP) Ykwii (yik-wee) |
Update: Roads are now all cuboids instead of plane blocks, reducing the amount of flickering seen. It does look odd for a road, but it's the better alternative to a seizure inducing road. |
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