mestercheeseman
Expert
Master of cheese, cookies and soon the internet.
Posts: 191
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Post by mestercheeseman on Jul 1, 2015 10:17:39 GMT 1
When you're making big maps that people will most likely die alot in, it's of course nice to have checkpoints. The problem is, when you're making a game, you're gonna have to spend alot of time flying over to different parts of the map. So I got an idea to quicker movement. Basically, the idea is to maybe open a map of some sort where you can see your whole, or at least a big portion of the map you've created. Then, you can also see all the checkpoints you've set, and by a click of a mouse, you could teleport to that checkpoint. This would fix alot of problems I think, but I can feel there's alot of problems with this idea, so feel free to comment your opinion
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Post by Jatsu on Jul 1, 2015 13:17:42 GMT 1
Large-scale builders know this pain quite well. Nonetheless, there are some tricks you can use to move around your project faster. Hovercars drive faster than flying in edit mode. If your goal is to reach new and/or far distances more quickly, then spawn a water plane (don't lose it) and ride it to where you want to go. The quickest methods to return to a place you've been before is to manipulate spawn points and teleporters. - For the spawn point method, you would use different colored spawn points to respawn quickly to the area you placed it in.
- With teleporters, you can create a large distance between their nodes by holding onto one while respawning in edit mode.
Either method requires you to temporarily enter play mode to use: you now have to be in play mode to swap teams and you have to be in play mode in order to use the teleporter function. Nonetheless, these methods saves the creator time when compared to only using edit mode flying.
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Post by Bug_Zuero on Aug 1, 2015 18:03:24 GMT 1
'-'
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