It's confusing...
Code: Select all
WrongPoint: JumpSpot0 doesn't have a private LiftTag string defined, which is pretty wrong.
BorkedStrings: This might not have connections or... it can be connected through walls with Exits if they exist.
WrongPoint: JumpSpot1 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot2 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot3 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot4 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot5 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot6 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot7 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot8 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot9 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter0 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter1 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter2 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter3 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter4 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter5 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter6 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter7 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter8 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter9 doesn't have a private LiftTag string defined, which is pretty wrong.
FlawedCombos: This map has 20 messed up Combos, you need to check settings...
Were these people ever able to open a stock map and figuring settings ?
Mmm, doesn't mater, MapGarbage it's a good boy...
evilgrins wrote: ↑Thu Apr 29, 2021 1:41 am
Needs both teleports added and something to make them use transloc; needs both as not everyone plays with transloc enabled.
Actually NOPE, CTF is having maps without game out of translocator, this being pretty mandatory here and there. Either way JumpSpot and ImpactJumping solves problem. Teleporters are only a way to mess up if ones are using that trash TeleporterFix or NewNet. These are the very last resort, perhaps kickers or such. In this case I don't think I have problems at using kickers...
See how is this... Do you think it needs more that that ?
Actually Human-Player has more options due to "ICE" surface... Nothing is needed for jumping, just playing normally... lol. The only thing who need help is A.I. Pawn.
Removed BSP bugged file, other files is being placed below.
Edit:
- Enlarged and completed ReachSpecs;
- Added two jumpy reachSpecs for using Kickers - those were connected manually;
- Deleted all Lights from void;
- added a sort of jumpy beacon as symbol for kickers;
- Removed useless LiftCenter type actors;
- Added all combos - including in the trap boxes with vials;
- Assigned RED color for Flag from Team 0.
It's all based on reachSpecs using 780 ScanRange and two user made specs: 112 × 117 and Walk+Jump - for connecting routes through kickers.