alex has the spike log made, or is that not what you want? i thought if you failed a trap it would be fail and move on, for character creation purposes. did you have something in mind? On Mon, Jul 13, 2009 at 9:38 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > It's not 100%, but is it pretty close? > > If you already scripted everything in I can leave it. I figured the Z-axis > wouldn't matter since it's a new map and you can't tell where you at on the > Z as a player. > > The two Floor_Trap models, can you change those to walkable and script them > to swing open once the player gets close to the middle? > > Requested art! > > Sharpened logs (for spiketrap in the basement) would that be a problem? > > Eric - Re: Level design; do some traps require players to restart the room, > or are they teleported back w/traps reset? How do you want to handle this? > > > > > > On Mon, Jul 13, 2009 at 6:12 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Hey dude, your basement is not exactly below your first floor. It's not >> really a problem but I know you were saying you were going to design it with >> the exact dimension in mind. Are you going to leave it the way it is or >> lower it on the Z-Axis. It doesn't really matter either way but if you do >> change it I will need to change my scripts accordingly. >> >> >> On Mon, Jul 13, 2009 at 2:49 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> I will start working on that for you. >>> >>> >>> On Mon, Jul 13, 2009 at 2:24 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>> >>>> Kent, the time has come! I need your scripting abilities for this. >>>> >>>> I made the basement align with firstfloor, I would like if a player >>>> falls through the tile room by leaving the diamond path they appear in the >>>> basement in a location relative to where they fell in the firstfloor. >>>> >>>> For Dev team >>>> Also, I am debating if I want to use stairs, or an elevator lift to >>>> provide normal access to basement-suggestions? Elevator will require the >>>> touches of an artist for gears/pulleys/doors/buttons/whatever, but I can >>>> script in basic shapes and Kent can script elevator/mapchange functions. >>>> >>>> >>>> >>>> >>> >> >