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  #1  
Old 10-29-2002, 05:21 AM
jay_blkman jay_blkman is offline
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Default HOW do you make sniper ledges and overhanging walkways???

for example,,is it possible to have a ground floor and then have a second or 3rd floor that gives u the ability to snipe people who are on the ground floor?

im new to this but i have tried everything?

do u guys understand what im asking to do?

for ex....in goldeneyes,, "stack" the 2nd floor is made up of a perimeter "ledge" that gives u the ability to shoot down on people on the first floor....

ho do u create stuff like this? is it simply with #7 tiles and windows?? ive tried that but they wont let me place a window on a 2nd floor that gives me the ability to look down on the first floor????
  #2  
Old 10-29-2002, 05:33 AM
thumperV2 thumperV2 is offline
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Try this:

Start with large open, duplicate 3 times. in a row west 2 east

then select tile with open area on 1 level, walkway running west to east on 2nd level.

Joint these on top of other blocks, however make level 2 on walk way tiles marry up to level 1 of large open tile.
  #3  
Old 10-29-2002, 07:24 AM
jay_blkman jay_blkman is offline
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Quote:
Originally posted by thumperV2
Try this:

Start with large open, duplicate 3 times. in a row west 2 east

then select tile with open area on 1 level, walkway running west to east on 2nd level.

Joint these on top of other blocks, however make level 2 on walk way tiles marry up to level 1 of large open tile.


HUH????????????? lol
  #4  
Old 10-29-2002, 07:32 AM
thumperV2 thumperV2 is offline
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So.

6 tiles in a grid format, 2 high, and 3 wide.

reading from west to east like this:


Tile 1............Tile 2............Tile 3


Tile 4............Tile 5........... Tile 6


Tiles 1 - 3 = Double level. Level 1 fully open, level two has walkway running west to east

Tiles 4 - 6 = Double level. Large open tile


However........Tiles 1 - 3 are set so their upper level is parallel with lower lever of tiles 4 - 5.
  #5  
Old 10-29-2002, 08:17 AM
jay_blkman jay_blkman is offline
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gotcha ! thanx..ill try it when i get home from work

also,, are there any real windows in this game??? all i see are those little peep hole things...are there real windows?
  #6  
Old 10-29-2002, 10:22 AM
Jorus Jorus is offline
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I actually created 2 versions of the stack. A small version (which is actually more exact size wise, and layout wise, and my first version which is larger but still loads of fun to play with bots. I'll try and get a digital camera and post my maps on that ts2 site, or the site that i'm working on right now.
  #7  
Old 10-29-2002, 11:28 AM
roujinz roujinz is offline
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Here is a link to my interpritation of the stack. Smaller, with a room missing, but it plays very well.
  #8  
Old 10-30-2002, 05:38 AM
thumperV2 thumperV2 is offline
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Quote:
Originally posted by jay_blkman
gotcha ! thanx..ill try it when i get home from work

also,, are there any real windows in this game??? all i see are those little peep hole things...are there real windows?
Yes.

Go to items in mapmaker mode. Put your cursor between two tiles and you have the option to plant a window or a door.
  #9  
Old 10-30-2002, 09:09 AM
roujinz roujinz is offline
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Quote:
Originally posted by thumperV2


Yes.

Go to items in mapmaker mode. Put your cursor between two tiles and you have the option to plant a window or a door.
I think thats actually what he was complaining about, the victorian tile set windows are small. I think he means just a large sheet of glass that regenerates every so often like the glass that was in goldeneyes stack.
  #10  
Old 10-30-2002, 10:44 AM
jay_blkman jay_blkman is offline
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yes thats sort of the route of my inquiry..

so are u saying that i can make glass windows if i change the tile set??

i havent tried that.. thanx...

so are u saying that there are diff attributes to the diff tile sets??

by the way,, thanx thumper,, i created room where i can look down and shoot people below....
  #11  
Old 10-31-2002, 04:04 AM
thumperV2 thumperV2 is offline
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You're welcome.

The window placement isn't that user friendly. In the industrial and alien tileset they are just like turret slits.

More interesting levels can be made by experimenting with the tiles, especially setting them at different levels to each other.

For instance, try butting a double tile (bottom open, top walkway, toggle off the ramp) against a trench tile, bur make the top level of the walkway tile but up against the bottom level of the tranch tile.

Last edited by thumperV2; 10-31-2002 at 04:08 AM.
 

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