Grew up listening to Ozzy, his music got me through the roughest patches of my life. Felt like a bullet to the gut learning he passed. Rest in peace, man.
Two questions I'm hoping someone can answer.
1: Is there a way to get monsters to pathfind successfully on a flight of stairs made of invisible bridge actors?
2: Is it possible to prevent monsters from trying to attack through an invisible bridge actor?
PD had [redacted] named [redacted] running around wearing an American Flag tanktop shouting one-liners while firing at [redacted].
I'm getting a feeling that this is gonna be stripped of all that campy goodness and I'm hoping I'm wrong.
We finally got our first look at gameplay of Perfect Dark, which sets the tone for the secret agent thriller story of Agent Joanna Dark.
#XboxShowcase#IGNLive#IGNSummerOfGaming
Hearing ≠ Listening
I'm pretty damn sure the game has more bots than players at this point. Everyone just wants TF2 to be playable, that's not too much of an ask here. Get rid of the bots.
#SaveTF2#FixTF2
TIFO:
Enemies will not shoot at you through a solid 3D floor.
They will, however, still try to shoot through a 3D bridge.
Not normally a problem unless you've pissed off a chaingunner, one of the spiders, or a pain elemental.
All this is just to say that I'm completely stumped on this one, and this single map alone has gone through more drafts than any of the other maps combined so far.
Downtown has the honor of being the single map I've tried to work on that has gotten me to say:
"I don't know how to even approach this."
Not even from a gameplay standpoint, but from a detailing standpoint, I'm at a loss.
It needs street lights, large detailed buildings, crashed vehicles, roads, fire escapes, and so on. The problem is how many 3D floors, models, and sector portals are needed to maintain the same level of detail that other maps have without tanking the framerate to N64 levels.