dod_belfort
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Re: dod_belfort
Posted by Orpheus on Sun Apr 25th at 2:37am 2004


i only mentioned my idea, cause you mentioned reaching limits.. i figured you could use what you already have, just rearranged..

your way would look mucho better though..

[addsig]




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Re: dod_belfort
Posted by Gorbachev on Sun Apr 25th at 7:11pm 2004


I've implemented it all. It looks pretty cool, I've also made all the fixes mentioned. (any inconsistancy in the wall texture for small angles only has been fixed. I'll put the posts in next (that's about all I have left from known issues.)

I'm running at 100% of the planes limit right now, but I got Cagey's tools just as a post-compile helper for planes.

Other than that, it'll be ready for another run-through soon.

[addsig]




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Re: dod_belfort
Posted by Orpheus on Sun Apr 25th at 7:23pm 2004


? posted by Gorbachev

Other than that, it'll be ready for another run-through soon.

i had hoped, for some other input before then..

*glances at snarkpits member roster*

yup, we have a couple qualified critiquers..

[addsig]




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Re: dod_belfort
Posted by ReNo on Sun Apr 25th at 7:44pm 2004


I certainly plan to do a critique, but after playtesting it online, and having the feedback of my flatmates (who are experienced DoD players) to give as well. Unfortunately couldn't make the last playtest, so if there is another on the horizon I will try and make that one. [addsig]



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Re: dod_belfort
Posted by Gorbachev on Sun Apr 25th at 10:43pm 2004


Well I've made all the fixes and am soon to have a better version for you and your flatmates to try out. I just want to put the posts in and it's ready. [addsig]



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Re: dod_belfort
Posted by Wild Card on Sun Apr 25th at 11:13pm 2004


Hey Gorby I dont know if its been mentioned but.. The windows in the second screen dont match with the rest of the map. [addsig]



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Re: dod_belfort
Posted by scary_jeff on Sun Apr 25th at 11:17pm 2004


I'm not sure, but that could be because the second screen is in a church, and the rest of the map isn't



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Re: dod_belfort
Posted by Wild Card on Sun Apr 25th at 11:18pm 2004


? posted by scary_jeff
I'm not sure, but that could be because the second screen is in a church, and the rest of the map isn't

I know that lol, but it still looks odd.

[addsig]




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Re: dod_belfort
Posted by Myrk- on Sun Apr 25th at 11:20pm 2004


I think I do the action of the entire snarkpit here by doing this-

/me slaps Wildcard round the head

[addsig]




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Re: dod_belfort
Posted by Orpheus on Sun Apr 25th at 11:24pm 2004


? posted by Wild Card
Hey Gorby I dont know if its been mentioned but.. The windows in the second screen dont match with the rest of the map.

take your own screenshots and leave gorby's alone, and while your at it, write a decent critique

[addsig]




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Re: dod_belfort
Posted by Gorbachev on Sun Apr 25th at 11:59pm 2004


Don't be hatin' on my stained glass foo'.

In all seriousness though, it's not out of place, it IS in a church after all, and what's a 40s era french chapel without stained glass?

Even those profile pics are getting pretty dated. But I change stuff so much I don't have the time to update them every compile.

[addsig]



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Re: dod_belfort
Posted by Leperous on Mon Apr 26th at 10:21am 2004


Well, it's a bit strange how the glass is intact, while the brick wall next to it isn't.



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Re: dod_belfort
Posted by Orpheus on Mon Apr 26th at 11:26am 2004


? posted by Leperous
Well, it's a bit strange how the glass is intact, while the brick wall next to it isn't.

he already explained why Mr. Clean has been there lep.. did you sleep through that portion of class

[addsig]




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Re: dod_belfort
Posted by KoRnFlakes on Mon Apr 26th at 11:30am 2004


ive been meaning to critique this for a bit. im dl it atm, il post something later today. btw, I waited on steam when you said youd probably be on to test the map, but you wernt on, so I played EQ/CoD. [addsig]



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Re: dod_belfort
Posted by KoRnFlakes on Mon Apr 26th at 12:43pm 2004


The tree has no roots m8, perhaps just some masked textures will do.

Your mortars give out no smoke when you use them.

I dont agree with orph about the lighting, I think its fine tbh. I cant stand some of the clipping though, its a bit restrictive especially on slopes near the yank spawn.

[addsig]




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Re: dod_belfort
Posted by Orpheus on Mon Apr 26th at 2:16pm 2004


master korn, i might be wrong, but i think i only mentioned it being to dark in the tunnels.. still i am glad someone finally commented on the light levels.. as i also mentioned more feedback is required..

after comparing your screens to mine.. it looks as if our gamma is set similarly..

maybe.. the light isn't to dim, its only dimmer than i am comfortable with..

thanx for looking though, i never truly trust my settings

[addsig]




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Re: dod_belfort
Posted by Gorbachev on Mon Apr 26th at 3:16pm 2004


No need to gripe gentlemen everything but the smoke has been addressed to.

That stump has been thoroughly changed. The mortars have a sprite that makes a little flamey-smoke when you press them. Is that not showing up?

[addsig]




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Re: dod_belfort
Posted by Orpheus on Mon Apr 26th at 3:38pm 2004


they made light, and sound.. but i forgot to ask, do they launch any projectiles?

gripe? we no stinkin gripe

[addsig]




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Re: dod_belfort
Posted by KungFuSquirrel on Mon Apr 26th at 3:53pm 2004


Good call on the masked texture for roots, KF... I'd have never thought of that one. Could be a nice touch if mr. Gorbechev chooses to use it.

Map's looking very nice; I'm impressed. I've seen... probably not as many DoD maps as I should... but it ranks up with the best of them. I'd love to try and critique it a bit more, but don't really have much to offer, especially time-wise - so instead I'll just wish you luck on the finished product [addsig]




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Re: dod_belfort
Posted by KoRnFlakes on Mon Apr 26th at 4:25pm 2004


Gorb, yeah the flash goes off, but it really needs a large amount of smoke to quickly rise out of it tbh. [addsig]




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