I've just finished off the architecture. See the related link / sig
link and get your hands on the .vmf at Filefence! I think they're
better than screens at any rate. I've got some omptimising to get done
- thats going to take a while, then I need to plop in cubemaps, spawns,
fix this "make_triangles:calc_triangle_representation: Cannot convert"
issue and I'm done. Utill then, what do you think of it so far?
Also: What skybox texture do you think would be best for this?
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Re: dm_baseattack
Posted by ReNo on Wed Mar 16th at 9:40pm 2005

ReNo
member
5457 posts
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Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by ReNo on Wed Mar 16th at 9:40pm 2005
Just post screenshots - most people won't be willing to download the
VMF and open it up in the editor, and it will therefore cut down the
number of comments you receive.
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ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: dm_baseattack
Posted by Oski on Fri Mar 18th at 3:49pm 2005
Posted by Oski on Fri Mar 18th at 3:49pm 2005
Yeah give us screens
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Re: dm_baseattack
Posted by Guessmyname on Sat Apr 9th at 12:54pm 2005
Posted by Guessmyname on Sat Apr 9th at 12:54pm 2005
Gone to beta during the server switch. I've sent the bsp + readme to
fileplanet but I don't think they've put it up yet so for now the only
download is still at filefence. Adding screens now
EDIT: Screens done
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EDIT: Screens done
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Re: dm_baseattack
Posted by Juim on Sat Apr 9th at 2:00pm 2005

Juim
member
726 posts
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Registered: Feb 14th 2003
Location: Los Angeles
Occupation: Motion Picture Grip
Posted by Juim on Sat Apr 9th at 2:00pm 2005
Just an opinion, you seem to be on the right track. The yellow caution texture seems to be a bit over used based on the screens. I'll take a look soon.
Juim
member
726 posts
183 snarkmarks
Registered: Feb 14th 2003
Location: Los Angeles

Occupation: Motion Picture Grip
Re: dm_baseattack
Posted by satchmo on Sun Apr 10th at 4:01am 2005

satchmo
member
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Registered: Nov 24th 2004
Location: Los Angeles, U.S.
Occupation: pediatrician
Posted by satchmo on Sun Apr 10th at 4:01am 2005
No need to download. The yellow stripes gotta go. Your architecture is otherwise pretty good, but texturing with over rampant use of the striped pattern just kills the map.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Re: dm_baseattack
Posted by Addicted to Morphine on Sun Apr 10th at 4:36am 2005
Quoted for truth.
Some light variety would help. Although I understand you're creating a dark space station, I think some areas of light would help to make the darker areas spooky and just make the map more interesting.
Posted by Addicted to Morphine on Sun Apr 10th at 4:36am 2005
? quote:
The yellow stripes gotta go. Your architecture is otherwise
pretty good, but texturing with over rampant use of the striped pattern
just kills the map.
Quoted for truth.
Some light variety would help. Although I understand you're creating a dark space station, I think some areas of light would help to make the darker areas spooky and just make the map more interesting.
Re: dm_baseattack
Posted by Guessmyname on Sat May 7th at 6:52pm 2005
Posted by Guessmyname on Sat May 7th at 6:52pm 2005
Welcome back! Spaceraid's new and improved (and bigger), but I need to
optimise it. What do you type into the console to the budget again?
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Re: dm_baseattack
Posted by RabidMonkey777 on Sat May 7th at 7:17pm 2005

RabidMonkey777
member
207 posts
100 snarkmarks
Registered: Jul 9th 2004
Location: Denver, Colorado, USA
Posted by RabidMonkey777 on Sat May 7th at 7:17pm 2005
+showbudget.
It looks like a lot of things could be smoother - The pipes and the hole in the first picture, for example, unless you're going for that sort of look. [addsig]
It looks like a lot of things could be smoother - The pipes and the hole in the first picture, for example, unless you're going for that sort of look. [addsig]
RabidMonkey777
member
207 posts
100 snarkmarks
Registered: Jul 9th 2004
Location: Denver, Colorado, USA

Re: dm_baseattack
Posted by Guessmyname on Sat May 7th at 7:29pm 2005
Posted by Guessmyname on Sat May 7th at 7:29pm 2005
Those shots are out of date by the way
The rumors that I've chucked in some strateigically placed doors to stop fps rape are completely untrue and the product of biased individuals who shall be liquidated in five minutes.
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The rumors that I've chucked in some strateigically placed doors to stop fps rape are completely untrue and the product of biased individuals who shall be liquidated in five minutes.
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Re: dm_baseattack
Posted by ReNo on Sat May 7th at 8:04pm 2005

ReNo
member
5457 posts
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Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by ReNo on Sat May 7th at 8:04pm 2005
What would be wrong with strategically doing anything to stop FPS rate?
If you can do things to help performance, its worth considering if not
actually doing. Of course if you mean doors as in func_door or some
other actual working door as opposed to doorways, then it wouldn't help
performance anyway.
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ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: dm_baseattack
Posted by Guessmyname on Sat May 7th at 9:43pm 2005
Posted by Guessmyname on Sat May 7th at 9:43pm 2005
They correspond to areaportals. And I was being kidding about the liquidationy thing
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