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 CTF vs TDM&DM 
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Joined: Mon Jul 23, 2012 3:17 am
Posts: 91
Post Re: CTF vs TDM&DM
80cm wrote:

Alright, the map feels too large but its smooth to ski, the OOB (green and red) grids become visible too late, the lack of morphological or structural hallmarks (plains, big hills, massive towers like katabatic etc) make navigating the map with no minimap nor icons hard, I'm basically lost all the time.

Since making a minimap is most likely pure nightmare, having a large icon on the enemy and your own flag would help immensely.
Ignorance pls :cry:


One of the main reasons why it's easy to get lost is because of the fog. Unlike T:A you can't really see from one end to another so it's harder to navigate but, yeah, few obvious landmarks are still needed. I really doubt that the size is too big. I'm actually quite sure that the "green" area of the map is smaller than most T:A maps if you consider that relative speed to the terrain is way higher and it's extremely easy to gain it.

I don't really know how the UDK minimap works but I doubt that it'd show the OOB because its a simple staticmesh atm. I guess it needs to be some kind of custom actor class to show it on a radar.


Fri Sep 14, 2012 10:46 am
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Joined: Fri Mar 02, 2012 11:57 pm
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Location: San Francisco, CA
Post Re: CTF vs TDM&DM
The UDK minimap is more of a radar that shows player proximity; there is no top down view for it. The simplest way to make a top down view is to do just that. Just having a special actor placed on every map that is the position of the top down camera, and then rendering a small picture that points towards the player would suffice as the top down.

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Fri Sep 14, 2012 4:30 pm
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