Re: Slagheap
Posted by Victor-933 on
Wed Mar 22nd 2006 at 10:10pm
Posted
2006-03-22 10:10pm
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
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.
Re: Slagheap
Posted by Elon Yariv on
Thu Mar 23rd 2006 at 6:21am
130 posts
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Registered:
Mar 4th 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
Re: Slagheap
Posted by Orpheus on
Sun Mar 26th 2006 at 4:40pm
Orpheus
member
13860 posts
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
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.
Re: Slagheap
Posted by G4MER on
Mon Mar 27th 2006 at 4:58pm
G4MER
floaty snark rage
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Sep 6th 2003
Location: USA
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. =)
Re: Slagheap
Posted by G4MER on
Mon Mar 27th 2006 at 6:19pm
G4MER
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Nothing I guess Orph, but how do I do that?
Re: Slagheap
Posted by Elon Yariv on
Mon Mar 27th 2006 at 6:59pm
130 posts
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Registered:
Mar 4th 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
Re: Slagheap
Posted by G4MER on
Tue Mar 28th 2006 at 12:14pm
Posted
2006-03-28 12:14pm
G4MER
floaty snark rage
member
2460 posts
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Registered:
Sep 6th 2003
Location: USA
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...
Re: Slagheap
Posted by Elon Yariv on
Tue Mar 28th 2006 at 3:37pm
130 posts
63 snarkmarks
Registered:
Mar 4th 2006
Nope you have to place them in the models folder. Only wads can be included.
Elon Yariv
Re: Slagheap
Posted by Mr.INSANE on
Wed May 17th 2006 at 1:44pm
156 posts
86 snarkmarks
Registered:
Jan 29th 2006
Occupation: Student
Location: California,USA
Maps looks really good
i cant say the same about gameplay the map is to closed most trails lead to a deadend there needs to be much more "flow" some area are connected via vents this will slow down gameplay alot i suggest you take another look at gameplay