Until Later...
Posted by Dark_Kilauea on Sun Aug 7th at 12:33am 2005
Until Later...
Dark_Kilauea
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Posted by Crono on Sun Aug 7th at 1:37am 2005
If you're going for an island, it's a good opportunity to make lush and beautiful scenery. I suggest taking advantage of that.
Posted by BlisTer on Sun Aug 7th at 2:17am 2005
The downside of the big middle area however is that it will take too much time to travel. it gets annoying when you have to cross that long bridge over and over again when you die.
Still i like the visuals so far, keep it up.
Posted by Dark_Kilauea on Sun Aug 7th at 3:38am 2005
[edit] Download site back up, thanks to websamba.
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Posted by habboi on Sun Aug 7th at 1:24pm 2005
Is it called Wizard because it has a sorta magical feeling to it?
Well it looks good, but I see so many maps with that damn grass texture now " SRC="images/smiles/sad.gif">
Which is why I always praise people with custom grass " SRC="images/smiles/icon_wink.gif">
Posted by Dark_Kilauea on Sun Aug 7th at 9:25pm 2005
-Fixed a few displacement gliches.
-Fixed some vertex manip. errors
-Deleted custom soundscape, was already one in the base hl2 that was similar.
Didn't think it was large enough of a change to warrent a new chapter.
Until Later...
[edit] Almost forgot, @ Hobboi, yeah, the original feel was going to be than, but as I started mapping it changed into something unique.
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Posted by parakeet on Mon Aug 15th at 8:50pm 2005
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Posted by Dark_Kilauea on Sat Dec 10th at 10:27pm 2005
Due to life catching up, and a few other projects I'm busy with now, I'm hoping I can get something out for you guys in december.
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Posted by Dark_Kilauea on Thu Feb 9th at 4:44am 2006
-Added custom soundscape.
-Finished both middle areas.
-Added props to both the combine and rebel bases.
-Added nessesary CTF entities to meet current version of CTF.
-Fixed up fog.
-Optimised FPS.
-Added easter egg.
-Made players spawn with a custom weapon set.
Hope you guys enjoy, and as always, comments are encouraged.
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Posted by Orpheus on Thu Feb 9th at 1:46pm 2006
I like it. The displacements are astonishingly well made in the screens.
I would:
1) avoid copy/pasting the buildings. Yeah, villages are all similar, but try to be distinct in your fantasy world.
2) Chose a different rod iron for the ruins. I doubt that anything that fancy would be employed in so primitive a village.
3) the thatched roofs and the modern mortar foundations don't match up. You need more basic rock type of materials for the homes.
Thats about all I can say at this time.
Nice job so far.
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Posted by Addicted to Morphine on Thu Feb 9th at 5:03pm 2006
Although, now that Orpheus points it out I'm noticing that the modern look of the ruins is kind of strange. Perhaps if you choose a stone texture similar to the ones you used on the huts the ruins would look older?
Posted by Orpheus on Thu Feb 9th at 6:14pm 2006
Although, now that Orpheus points it out
Dammit.. Getta rope.
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Posted by Orpheus on Thu Feb 9th at 6:41pm 2006
I would say its because you're still fairly new around here but... Old timers still have trouble recognizing my humor.
It was meant to be funny. I posted it because it sounded like if I hadn't pointed it out it wouldn't have been noticed.
Damn me. " SRC="images/smiles/heee.gif">
Orpheus
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Posted by Dark_Kilauea on Thu Feb 9th at 9:53pm 2006
I at first intended the large stone area to be a fortress, but ruins actuatly sounds like a better idea. I'll look into making it more ruin like.
I also agree that the village huts could be worked on a little more, looks like I have something more to do.
But, I do think one of the coolest things about this map is the soundscape. If you haven't checked it out, you should
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Posted by 7dk2h4md720ih on Tue Feb 14th at 11:16pm 2006
The ruin area definatley needs an update, but you just mentioned that above, so I'll wait to see how that turns out.
What's the soundscape? Sounds a bit like something Lustmord would make. If you don't know of Lustmord, check out the album Metavoid. Very creepy, ambient music.
Ps: Those leeches are bastards. Maybe you could make it so there is a couple of places where you can make it out of the water alive, so falling in isn't always final. Maybe you can, I didn't check everywhere.
Posted by Dark_Kilauea on Thu Feb 16th at 2:50am 2006
-Fixed a displacement issue, you could walk on top of the "cliffs"
-Made village huts look different.
-Changed railing texture
-Fixed volume on the soundscape
Added new images.
Dark_Kilauea
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