Slagheap

Slagheap

Re: Slagheap Posted by Victor-933 on Wed Mar 22nd 2006 at 10:10pm
Victor-933
128 posts
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
Elon Yariv
130 posts
Posted 2006-03-23 6:21am
130 posts 63 snarkmarks 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 Captain P on Thu Mar 23rd 2006 at 10:33am
Captain P
1370 posts
Posted 2006-03-23 10:33am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Looks nice, especially the first shot. I like the trick to make the molten metal look hot. :smile:
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.
Create-ivity - a game development blog
Re: Slagheap Posted by Orpheus on Sun Mar 26th 2006 at 4:40pm
Orpheus
13860 posts
Posted 2006-03-26 4:40pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: 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 Victor-933 on Sun Mar 26th 2006 at 5:51pm
Victor-933
128 posts
Posted 2006-03-26 5:51pm
128 posts 473 snarkmarks Registered: Feb 19th 2006 Occupation: Space Trucker Location: Space Dallas
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 :razz:

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. :|
I'm allergic to tequila, it makes me break out in felonies.
Re: Slagheap Posted by gimpinthesink on Mon Mar 27th 2006 at 8:21am
gimpinthesink
662 posts
Posted 2006-03-27 8:21am
662 posts 176 snarkmarks Registered: Apr 21st 2002 Occupation: student Location: Forest Town, Notts
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.
Tinterweb site
Deviantart

Human knowledge belongs to the world
Re: Slagheap Posted by G4MER on Mon Mar 27th 2006 at 4:58pm
G4MER
2460 posts
Posted 2006-03-27 4:58pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: 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 Orpheus on Mon Mar 27th 2006 at 5:01pm
Orpheus
13860 posts
Posted 2006-03-27 5:01pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
MoneyShot said:
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.
Re: Slagheap Posted by Elon Yariv on Mon Mar 27th 2006 at 5:34pm
Elon Yariv
130 posts
Posted 2006-03-27 5:34pm
130 posts 63 snarkmarks Registered: Mar 4th 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
Re: Slagheap Posted by G4MER on Mon Mar 27th 2006 at 6:19pm
G4MER
2460 posts
Posted 2006-03-27 6:19pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Nothing I guess Orph, but how do I do that?
Re: Slagheap Posted by Elon Yariv on Mon Mar 27th 2006 at 6:59pm
Elon Yariv
130 posts
Posted 2006-03-27 6:59pm
130 posts 63 snarkmarks 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
G4MER
2460 posts
Posted 2006-03-28 12:14pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks 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
Elon Yariv
130 posts
Posted 2006-03-28 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
Mr.INSANE
156 posts
Posted 2006-05-17 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