Posted by Inflatable on Mon Jan 17th at 7:25pm 2005
Posted by Orpheus on Mon Jan 17th at 7:32pm 2005
sometime after valve is done perhaps?
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Posted by Inflatable on Tue Jan 18th at 6:26pm 2005
sometime after valve is done perhaps?
Valve is done with what? What does Valve have to do with this? The contest entry has ended, there is no reason to not release (contest) maps.. Or do we really want to wait another 6 weeks? Because that's the time when Valve announces the winners etc..
Posted by Nickelplate on Tue Jan 18th at 9:38pm 2005
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Posted by Agent Smith on Wed Jan 19th at 1:30am 2005
I'm talking to YOU Inflatable.
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Posted by rs6 on Wed Jan 19th at 2:22am 2005
no have mine.
Wow that map looks good. [addsig]
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Posted by Mikee on Wed Jan 19th at 7:03pm 2005
The deadline was Jan 15th....so it is fine to release maps now. You don't have to wait until Jan 30th. See the rules.
Seriously, I'd love to look at this from a gameplay perspective. How large is the file now which is a factor running it on my larger server? I hate that issue, but for large maps you need to run them on large servers, and if the bsp is too big, the server empties out.
In any case, I can't wait to see this.
Posted by Mouse on Wed Jan 19th at 9:51pm 2005
Smith, from the SS's it looks like a few of your graffiti decals are reversed. Not a huge thing but pretty easily fixable. The Radius one in particular is something I noticed. Some of them come out backwards when used as Overlays for whatever reason.
Posted by Agent Smith on Sat Jan 29th at 1:44am 2005
Most of the bugs, except for those damned pink shadows, have been fixed so its just about done. I'll try to fix those while I'm redoing weapon and item placement. Anyway, keep and eye for it, the DL link should be up soon.
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Posted by AlphaMRE on Sat Jan 29th at 7:23am 2005
Posted by Orpheus on Sat Jan 29th at 8:44am 2005
for the record, my only real complaint was the maps connectivity. there were many places where i was forced to go around something, that could have easily been a through route. without taking more screens, it would be difficult to explain this, but essentially, you had 2 halves of a map. lots on the left side of the concrete wall, and lots on the right. but damned few avenues egress from left to right. i could even live with some of the squat/jump avenues, if when i got to the top, i could jump to the other side.
anywho's, if i could have a wish, it would be improved mobility.
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Posted by Agent Smith on Sat Jan 29th at 12:08pm 2005
The walkway across the canal works to link the main structure with that area, as well as adding a bit more cover. The fence area over the passage to the middle pit has been partially removed to provide better conectivity between the crane platform and the generator pit area. The bigger tunnels mean its possible to simply run through there which increases the pace of the game and makes it another major route. Most of the crouch jump areas have been replaced with steps to allow a relatively smooth and fast exit from areas, but they are reasonably thin requiring some concentration to keep from falling off.
Over all I'm happy with how the additions increase general connectivity throughout the map, and in particular between the canal and the main construction area.
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Posted by brett5010 on Sat Jan 29th at 12:27pm 2005
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Posted by keved on Sat Jan 29th at 3:16pm 2005
Are these pink shadows on your physics props? If so, check the ambience value of your light_env as that's what is used to determine prop shadow colour.
Looking forward to checking out your new beta btw, looks really impressive.
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Posted by Mikee on Sat Jan 29th at 9:24pm 2005
Posted by Orpheus on Sat Jan 29th at 9:31pm 2005
Ditto.
If nothing else, you should know me this much ![]()
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Posted by pepper on Sat Jan 29th at 11:00pm 2005
Respect for you smith!!
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Posted by onniguru on Sun Jan 30th at 12:26am 2005
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Posted by Agent Smith on Sun Jan 30th at 12:53am 2005
Here's hoping.
I have considered the ambient lighting being responsible for the pink shadows keved, but the problem there is that the ambient lighting is more of a purple colour, which is present in the shadows cast by static props. Only the physics objects, weapons and items cast this wierd shadow.
Thanks for the encouragment guys, very much appreciated. It's almost done now.
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Posted by Mikee on Sun Jan 30th at 7:56am 2005
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