The secret of how [SAS]_WO1_Spidey01 can navigate through the map, and all the years, has usually told people which areas they forgot forgot to clear.
http://spidey01.blogspot.com/2010/01/how-he-does-it-trees.html
If your head hurts after that, there's beer and milk on the table.
Of course a way to handle things if you are used to that procedure...
Simple put: Just clear one room after the other.
In this simple room-structure (see link above), I have to take only ONE decission in room #2 --> entering the single-door south or taking the 2 single-doors east.
I would choose the single one south, because a room with 2 single-doors might be really big.
DUKE, Germany
"What's the plan?
Track'em, find'em, kill'em!"
Given the situation that you dont have the floorplans of that building, how could you even know that these 2 doors on the left lead to only one room? My first assumption would maybe be that these are 2 separate rooms...
When it comes to me, i also use trees to remember the places ive already been. But im not a programmer, so i prefer real trees. In fact, i carry one tree with me when im in a Swat mission, and each time i clear a room, i chop off one of the branches and place it on the floor. To a bystander it might look like im lagging though...
Those who believe to be something, have stopped to become something
Hahahahaha Escrt, nice one there!
I think that was a good way of explaining how most people remember rooms locations n such whilst traveling, i think most people who are awake actually do this naturally, its nice to have it written down in such a simple and straight forward manner.
unfortunatly spidey, i now hate you because all these diagrams remind me of kismet and other artistic/programming elements within ut 3 engine. Although i understand them fully, they are extremely tedious to work with, i respect you for what you do, programming is very stressful, technical and creative at the same time.
end of the day, if people like you didnt exist, then people like me wouldnt either buddy xD
p.s raven shield 2! get a team together, ill help lol. bye xD
Figuring out whether the two doors lead into one or separate rooms, when you have no floor plan, is something you learn with "Experience".
The more you are around buildings, the easier you will get a feel for spotting the little tell tale signs, that only Sherlock Holmes might notice. Things such as how close together or far apart they are, what the gup under the door looks like, what kind of door it is, and taking into account the style of building you've seen so far. A good example is the Drug Lab mission in SWAT, on the top floor, there are 3 rooms that may lead on into bigger areas - after clearing the first (leads to pott patio) you know the next room may be big or not (the small bedroom), and the room after it, can be identified as a medium or small room by the time you stack on it - and it's the bathroom. You pick up on it after a while, especially if like me, you work in houses a lot.
Someday, I must make a map with two doors labelled"Ladies room" and "Mens room", that really lead out into a huge courtyard full of suspects -- just to freak people out :-D.
If you're game, I can use a modellers expertise once I've ironed out a model format and skeletal animation system for my frame work. My open-loops are a 2D star fighter game, a (3D) tactical FPS, and a (undecided) 'Mech combat game.
"(3D) tactical FPS"
say no more
I tried breadcrums...but Eder kept eating them up!
Join the Dark side! We have cookies!
It should work if you place a beer next to the breadcrumb. Eder will always decide for the beer...
Those who believe to be something, have stopped to become something
Yeah...but then he would demand snacks...and refuse to go with the rest of the element
Join the Dark side! We have cookies!
Hmmmm yeah, that's a problem. Have you tried turning it off and on again?
Those who believe to be something, have stopped to become something
I will read this today evening and then i write my opinion.
rofl MB