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    Mango Marr

    @Mango Marr

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    Posts made by Mango Marr

    • RE: The Announcer

      @Gauntlet:

      Also, the shout “LEGENDARY” and “DOMINATING” are far too loud, sounds a bit distorted too, either due to the shear volume with which he yells or the person shouting had his mouth kissing the microphone.

      Definitely agree. There’s some distinct distortion happening. The files need to be normalised to a lower decibel level.

      It probably sounds fine when listening to the raw audio, but on top of the ambient noises within the game it can easily be pushed into distorted territory. I would also say they need to be compressed at a higher ratio - or mastered in some other way - as the audio ‘pops out’ and is way too dominant in most instances.

      posted in Chivalry: Deadliest Warrior
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      Mango Marr
    • RE: Fix the god damn keybind

      I sodding love arrowcam! It’s one of the first things I show off in Chiv to new people.

      I just wish it would work with more projectiles.

      posted in Chivalry: Deadliest Warrior
      M
      Mango Marr
    • RE: [IN PROGRESS] Map: Phantom

      @JackieChan1050:

      What’s up with the link

      It seems you’ll have to right-click the link and ‘save link as…’ or whatever your browser’s equivalent is.

      posted in Chivalry Mods
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      Mango Marr
    • RE: [IN PROGRESS] Map: Phantom

      @CRUSHED:

      This looks awesome. We need more scifi type looking maps :D

      Thanks! It could still look a lot better (add an actual sky box, etc.) of course. I was thinking the same with regards to sci-fi maps - where’s all the crazy stuff?!

      There are quite a few issues with the map currently regarding lighting. In this pic, it’s hard to discern team colour:

      However, you must admit that the distortion of light by the light-beams looks pretty cool:

      I should also state that the light beams pulse (or dim and undim pretty fast).

      posted in Chivalry Mods
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      Mango Marr
    • [IN PROGRESS] Map: Phantom

      Inspired by NylePudding’s ‘Fall to your Death’ map (http://www.chivalrythegame.com/forums/viewtopic.php?f=51&t=14653), I created this map that also takes inspiration from a fight scene in Star Wars: Phantom Menace.

      I’ve never made a map before in any form but I was eager to create something for Chivalry, so I’ve done a lot of learning (trial-and-error) just to get a map that works and I’m mostly pleased with the results.

      I’ve set this up initially as CTF. There are two paths to the enemy flag; one being a stair case up, and the other being a ‘diving board’ down onto the flag platform. This is a very small map with intentionally awkward/narrow walkways so is generally optimised for small team games (3v3, 4v4). It doesn’t take long to cap a flag, so defending your platform will prove vital.

      If you’d like to play around with this map, it is available here:
      https://dl.dropboxusercontent.com/u/12582002/AOCCTF-Phantom.udk

      posted in Chivalry Mods
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      Mango Marr
    • RE: Various noob issues

      Excellent, thanks for the reply.

      I copy/pasted the relevant actors from an official map (I had no idea I’d be able to open them up). Spawns now work and the flags are pickup-able. For any other noob SDK-users out there, you’ll then need to set a ‘Capture volume’ for the flags.

      To do this, build a trigger volume using a builder brush, then type the name of that volume in the ‘Capture volume’ setting of the flag properties.

      Thanks CS for the reply, you were most helpful!

      posted in General Ideas & SDK chat
      M
      Mango Marr
    • Various noob issues

      Hello all.

      I’m getting to grips with the SDK and have made my first map. However, I’m having trouble getting player spawns and CTF elements to work.

      I’ve placed (what I think are) the relevant actors within the map, including UTTeamPlayerStart and UTCTFBlueFlagBase, etc. Are these the wrong actors? When I use PIE to test the map, I have the team selection screen, etc. but I’m stuck in spectator mode when the ‘respawning in…’ timer finishes.

      I am an absolute noob at these things, it’s astonishing that I’ve managed to make a map at all honestly. But I’m quite proud of what I’ve done and I’d like to see it through now!

      Any help / suggestions is greatly appreciated.

      posted in General Ideas & SDK chat
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      Mango Marr
    • RE: Chivalry Update!!!

      @SlyGoat:

      Pegasus-riding Jedi fighting zombies.

      Excellent work TB. Addressing the concerns of the community.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Mango Marr
    • RE: Chivalry Update!!!

      It’s a whopper too, weighing in at 1.2GB. Thoughts? Rumours? Out-right lies for hype?

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Mango Marr
    • RE: TK solution: Mirror damage Poll

      I initially thought it was a good idea until I read that your idea requires all of the damage to be reflected, rather than some or half.

      Personally, I would like to see the option for reduced team damage. How far reduced I don’t know. I like the current system because it encourages spatial awareness and is realistic - reducing the team damage won’t change this but should alleviate the frustrations felt due to LMB spam.

      With that said, more server-side options is always a good thing.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      M
      Mango Marr