Ravenfield

Ravenfield

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FANTASY FOREST
   
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Content Type: Maps
标签: Level Descriptor
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6.391 MB
2020 年 1 月 30 日 下午 1:27
2020 年 1 月 31 日 上午 11:08
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FANTASY FOREST

描述
This level is more to show what could be possible with this game. The bots are delightfully useless so it's more of a walk around and check it out kind of map in the meantime til I can figure out how to get things working.
6 条留言
WO  [作者] 2020 年 2 月 21 日 下午 10:13 
Check out my and Big Money Mitch's collection of maps!

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1999390855
WO  [作者] 2020 年 1 月 30 日 下午 5:05 
Thanks for the tips! I'll get working on this. Check back in a bit to see if I was successful lol.
Yul Rave (starstrafe) 2020 年 1 月 30 日 下午 4:20 
...If you hit "navmesh" in the menu, you'll see a visual representation of where the bots can walk. If everything walkable is the same color, then the bots wont have any problems getting around. If you see a gap in the colored mesh, or a spot that is, say, blue where everything else is white, that's a problem spot that needs to be patched up.
Yul Rave (starstrafe) 2020 年 1 月 30 日 下午 4:20 
CPU light, yes, GPU light, not so much. Slowdown becomes a problem very quickly for some users when multiple trees or lights are concerned (like me).
And i dunno where you heard about multiplayer, it's not ever coming to RF. There's a separate multiplayer 'mod' that's a standalone project made by someone else, but no official multiplayer.

And as for what to do "once the platforms go lopsided"... i dunno what you mean by this, they wont 'go lopsided' unless you place them like this. You should just be careful and mathematical when making the central platforms, and nice an symmetrical with the bridges. If there's a nice, neat path laid out, bots should path properly without jumping off or getting stuck....

WO  [作者] 2020 年 1 月 30 日 下午 3:46 
I've started going over the platforms and trying to even them. What can I do once the platforms go lopsided? I can snap the location to an exact height but the wonky boards are having to have the angle manually adjusted.

This map is less of a bot map and more of something I want to keep working on for when they introduce multiplayer (since people don't usually get confused and fall off as easily). I want to keep the forest big (though it's on a small map size) more for a stunning visual effect since this game is really CPU light (and I plan to add tree forts and stuff to make it more interactive).
Yul Rave (starstrafe) 2020 年 1 月 30 日 下午 2:15 
bots most likely dont move because of the shoddy, uneven boardwalks. This is where grid snap or move-by-co-ordinates is really helpful, otherwise you get a bunch of lopsided platforms, where possibly just *one* is too high or too far from the next.

But adding to that, you should spend more time being diligent in your object placement, if ya wanna really get into this mapmaking thing. A spamfrickload of copypasted trees and boardwalks isnt only hard to troubleshoot when this sorta thing goes wrong, it's also messy and way excessive. Nobody ever, ever needs 30 capture points, and this many trees drops frames to about 10 on average/weaker computers. Bigger is not better.

My advice is to start small, 3-5 flags, small/medium terrain, really get a feel for making a tiny playable area. Take your time and really make sure everything connects. The end product will be nicer.

Also the Ravenfield Discord has a mapmaking section, so swing by if ya like.