Slagheap
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Re: Slagheap
Posted by Victor-933 on Wed Mar 22nd at 10:10pm 2006


Confirmed: the existence of Slagheap. A variant of Toxicity, this map is set in a steel mill. It will either replace Toxicity completely, or will be released alongside it.

I'm still awaiting permission from Monolith to use sounds ripped from Blood 1, and I'm still tweaking it here and there, but it should be released soon.

Stay tuned...



I'm allergic to tequila, it makes me break out in felonies.



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Re: Slagheap
Posted by Elon Yariv on Thu Mar 23rd at 6:21am 2006


Damn, I bet you wont stick to this map too! Look I already saw you starting about 4 or more map threads in the time I've been here. My suggestion to you is to stick to one map and finish it!


Elon Yariv



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Re: Slagheap
Posted by Captain P on Thu Mar 23rd at 10:33am 2006


Looks nice, especially the first shot. I like the trick to make the molten metal look hot. <img src=" SRC="images/smiles/icon_smile.gif">
Second shot looks not so impressive though, mainly that it's too long, could use something to break it up like some sort of machine. However, I think it's better to avoid too long hallways at all, for gameplay sake.

Could use some more height difference in floors and ceilings, those look quite boring in the end. You don't have to overdo it, just a few steps and platform height differences and such should do. Maybe spicing up some walls with a few pillars to break up the 90-degree look of it.






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Re: Slagheap
Posted by Orpheus on Sun Mar 26th at 4:40pm 2006


Image #1: nice big box with stuff inside. Break up the walls a bit. The repetitive nature of the texture only enhances the boxy feel.

Image #2: Great looking hall walls. Boring ceiling and floor. Put as much effort into them too.

Image #3: Boring ceiling and floor again.

Try hard to break these items up into chunks of irregular shapes and sizes.





The best things in life, aren't things.



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Re: Slagheap
Posted by Victor-933 on Sun Mar 26th at 5:51pm 2006


This is the first map where I've used textures I made myself on a large scale so they're bound to suck, but thanks for the input :P

The program I'm using is called Fireworks. made by Macromedia. It's like PSP and Photoshop combined or something, and you can make animations in it. I need to get ahold of Version 7 or 8 because I'm stuck with 4. smiley



I'm allergic to tequila, it makes me break out in felonies.



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Re: Slagheap
Posted by gimpinthesink on Mon Mar 27th at 8:21am 2006


Fireworks isn't a image edeting program its more a create a fast easy webpage program.

You need to get ahold of either PSP, Photoshop or The GIMP as they are made for creating images like textures.



<B><A HREF="http://www.ben-hodgson.co.uk" TARGET="_blank">Tinterweb site</A></B>
<B><A HREF="http://gimpinthesink.deviantart.com" TARGET="_blank">Deviantart</A></B>

<FONT COLOR=gold>Human knowledge belongs to the world</FONT>



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Re: Slagheap
Posted by G4MER on Mon Mar 27th at 4:58pm 2006


I still cant get my textures to zip up with my maps when I send them, so people get that really cool purple black checkerd texture that they love so much. =)



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Re: Slagheap
Posted by Orpheus on Mon Mar 27th at 5:01pm 2006


? quoting MoneyShot
I still cant get my textures to zip up with my maps when I send them, so people get that really cool purple black checkerd texture that they love so much. =)

Whats wrong with wadincluding them MS?

I haven't zipped a texture in years. No reason to anymore, at least not for walls and such.

could be wrong, I dunno.





The best things in life, aren't things.



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Re: Slagheap
Posted by Elon Yariv on Mon Mar 27th at 5:34pm 2006


Image 1- Nice toxic tanks and crane. All these little things in the middle are really nice but you seem to take no attention to the outer parts of that room. The walls are really bland and boring. To improve them you can:
  • Add more floors to that room, one in the middle of that wall. Like in this pic. You can close that floor but I advice you to make that floor's cilling lower then to entire room's cilling.
  • Instead of the regular 90 angles corner with the walls and floor or cilling you can make it a round corner or a 45 angled corner. Both solutions will look good
  • Add decals(like cracks, slime and bullte holes) to break repeatetive faces



Elon Yariv



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Re: Slagheap
Posted by G4MER on Mon Mar 27th at 6:19pm 2006


Nothing I guess Orph, but how do I do that?



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Re: Slagheap
Posted by Elon Yariv on Mon Mar 27th at 6:59pm 2006


In the expert compiling mode you add to the CSG a '-wadinclude' parameter.(after a space and with out the quotes)

This way you wont need to place the contentss in more then one folder(unless you use costum sounds/models too) they are included in the map. They wont rewrite any other wad with that name too.



Elon Yariv



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Re: Slagheap
Posted by G4MER on Tue Mar 28th at 12:14pm 2006


Ahh sweet.. thanks. So for custom sounds or models, would you have another -something parameter? Or are they included by default?

textures still need to be a factor of 16 I am guessing.

Thanks so much for the imput.. Sorry for derailing this map thread to get the info though.. slagheap has potential...




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Re: Slagheap
Posted by Elon Yariv on Tue Mar 28th at 3:37pm 2006


Nope you have to place them in the models folder. Only wads can be included.


Elon Yariv



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Re: Slagheap
Posted by Mr.INSANE on Wed May 17th at 1:44pm 2006


Maps looks really good <br> <br>i cant say the same about gameplay the map is to closed most trails lead to a deadend there needs to be much more &quot;flow&quot; some area are connected via vents this will slow down gameplay alot i suggest you take another look at gameplay




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