Re: SPLA Map
Posted by ReNo on
Thu Jun 10th 2004 at 11:59am
Posted
2004-06-10 11:59am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
To be fair they are unnecessarily large, though you have kept them
reasonable quality for the filesize. There is no need to use larger
than 800x600 for screenshots, anything more would screw up the forum
for most people if there wasn't the resizing system in place, and since
that IS in place, is makes big creenshots look bad as they are squashed
down inefficiently.
Re: SPLA Map
Posted by Tracer Bullet on
Thu Jun 10th 2004 at 7:30pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I don't kknow how those pipes got so F'ed up in my section... the only way to survive the telaporter at the end of them is to crouch, if I remember right...
Re: SPLA Map
Posted by Sinner_D on
Fri Jun 11th 2004 at 10:28pm
Posted
2004-06-11 10:28pm
376 posts
115 snarkmarks
Registered:
Oct 11th 2002
Occupation: Freelance mapper
Location: Sandiego, CA
yes, im sure my section has many problems, i think my level of detail was a bit drastic cause i had already designed the section prior to this team being formed, and was planning on adding the rest myself.
ok, the detail prob i can fix, the visblocking i have no idea how to fix, the lighting prob in my section i have no idea, i just scraped the light fixtures from MS section thought it would work, hmmm.
but anyways, i wont beable to do anything to the map for sometime i curently have no internet access, im over at a friends how right now, so until i get some access my section will have to either wait or have someone else attempt a fix :biggrin:
those pipes above my section could easily be fixed, the major prob is i used a cylinder with to many sides, i woulda fixed it, but that woulda ment i would have had to change the parts where they curve up into the roof, and i didnt feel like redoing that...lol
the block connection between the pipe and the container, if thats causing a prob its probabley cause i forgot to make all that a func_wall.
but anyways, do what you must to fix the map...GL guys
P.S. my sturring sticks for my slime pits must turn...MUST!!! :biggrin:
Re: SPLA Map
Posted by Crackerjack on
Sun Jul 11th 2004 at 8:12pm
264 posts
126 snarkmarks
Registered:
Feb 28th 2003
Location: DC
I saw in the previous screen shots that in my section the light werent "turned on" .... this is most likely cause u did not add the textures to your light.rad... :O
Re: SPLA Map
Posted by Tracer Bullet on
Mon Jul 12th 2004 at 2:03am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Yes, I had intended that everyone should pass on their .RAD file along with the map, but that has not been happening.
Re: SPLA Map
Posted by Hornpipe2 on
Thu Jul 15th 2004 at 10:07pm
Posted
2004-07-15 10:07pm
636 posts
123 snarkmarks
Registered:
Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
Just make a new one and put in those few missing lights. We'll work out the detailed lighting later, and we can all stop complaining about the missing .rad file in the meantime.
Re: SPLA Map
Posted by Sinner_D on
Sat Jul 24th 2004 at 10:57pm
Posted
2004-07-24 10:57pm
376 posts
115 snarkmarks
Registered:
Oct 11th 2002
Occupation: Freelance mapper
Location: Sandiego, CA
hey guys, long time no see...well i just thought id step in and let you guys know that im probabley not going to be back online(on my sys) anytime soon, so if you guys need to do anything to my section, you got full rights :biggrin:
gl, hope to see an update soon :biggrin: