Parralaxion

Parralaxion

Re: Parralaxion Posted by Agent Smith on Wed Jul 21st 2004 at 1:36pm
Agent Smith
803 posts
Posted 2004-07-21 1:36pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Well here is my highly rushed entry into the comp. It's not really up to my usually high standard but I always miss out on entering, but not this time. Not that I'll win with maps like dm_fairytale to compete with (top stuff Ferret, by the way), but I've decided to give it a go. Its a fast paced, have no mercy type of map, and a move away from the standard HLDM map, that is a map with walls :smile: . It's a bit of a fun experiment for me and probabaly the last HLDM map I'll do with HL2 coming soon and other better DM games to map for.

Any brief details of the map are above in the profile if you want an idea what the setting is, etc. I just wanted to get some peoples opinions on this rush job of a map. take into account that it is still being worked on, lighting and stuff, while the main structure is finished. thanks for your time.
Re: Parralaxion Posted by ReNo on Wed Jul 21st 2004 at 1:58pm
ReNo
5457 posts
Posted 2004-07-21 1:58pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think it looks pretty cool! Nice, unique setting, and good textures make it look the part. I'm a little concerned about r_speeds with all those floating bits though, there are a whole lot of faces on show here.
Re: Parralaxion Posted by Adam Hawkins on Wed Jul 21st 2004 at 2:25pm
Adam Hawkins
858 posts
Posted 2004-07-21 2:25pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
I have to agree...it does like kinda cool :smile: Could maybe benefit from an extra wall here and there for cover but other than that I like it a lot! Of course, i'd be crap on it as i'd just keep falling off every time someone shoots at me :wink:
Re: Parralaxion Posted by Cassius on Wed Jul 21st 2004 at 3:10pm
Cassius
1989 posts
Posted 2004-07-21 3:10pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
Awesome, a staggering improvement over your previous work.
Re: Parralaxion Posted by Kage_Prototype on Wed Jul 21st 2004 at 3:10pm
Kage_Prototype
1248 posts
Posted 2004-07-21 3:10pm
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
It looks cool, no doubt about that.
Re: Parralaxion Posted by ReNo on Wed Jul 21st 2004 at 3:22pm
ReNo
5457 posts
Posted 2004-07-21 3:22pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Cassius said:
Awesome, a staggering improvement over your previous work.
I was thinking much the same actually, I don't know why you said it isn't up to your usual standard when in my eyes, this looks to exceed your prior works. I admit I haven't seen all of them, such as your DoD maps however.
Re: Parralaxion Posted by Ferret on Wed Jul 21st 2004 at 5:05pm
Ferret
427 posts
Posted 2004-07-21 5:05pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
oh wow. This room is f'ing awesome! God I wish I had a place for that type of an area in my map. And fairytales isn't THAT good. With some neat little lighting effects you could really make yours like better than mine! Top notch like campaign junkie's persion letters map.
Re: Parralaxion Posted by Campaignjunkie on Wed Jul 21st 2004 at 8:00pm
Campaignjunkie
1309 posts
Posted 2004-07-21 8:00pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
thwacks Ferret

Anyway, this map looks great. Got me thinking about a possible cool
effect - make all the background-pieces (I'm assuming they're brushes)
part of a func_rotating or something, and have it constantly rotating
around and around the central arena. Would make for a really
disorienting effect and give the illusion of the arena spinning around.
:smile:
Re: Parralaxion Posted by KIIIA on Wed Jul 21st 2004 at 8:40pm
KIIIA
32 posts
Posted 2004-07-21 8:40pm
KIIIA
member
32 posts 83 snarkmarks Registered: Jun 21st 2004
Looks like a talented mapper had the balls to try suppin` completely different! Nice!

But I miss teleporters. On a platform map like this , I think teleporters are kind of a "must have" :smile:

But the spinning effect is a great idea too. But anyway , good BW!
Re: Parralaxion Posted by Ferret on Wed Jul 21st 2004 at 9:09pm
Ferret
427 posts
Posted 2004-07-21 9:09pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
then rig a simple 6 or 7 sided cylinder and do a func_scroll or something and make something ELSE disorrient you. LIke clouds or race cars or CJ's face.
Re: Parralaxion Posted by Agent Smith on Thu Jul 22nd 2004 at 4:05am
Agent Smith
803 posts
Posted 2004-07-22 4:05am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Well first of all thanks for your comments, I really appreciate the input everyone gives.

The reason i was saying it doesn't seem up to my usual standard is because it usually takes me a lot longer to get a map up to a high quality. But don't get me wrong, I'm loving how this map has turned out, it just feels a little rushed.

Anyway, like I said before its a bit of an experiment outside of the usual bounds of HLDM. Like you Reno, I though the R's would be huge, considering you can see lots of the map at anytime, and the whole map is in one area. But I was pleasantly surprised to find that the R's were a lot lower than expected. The highest they get is 1500, but only when you noclip up into the air and can see the entire map at once. The highest it gets at any point on the map is 1200, which is a little bit high, but well worth the sacrifice for the spinning rubble vortex.

And, thanks for the suggestion Campaignjunkie, but the rubble already spins. It's all divided into six func rotates that spin the same way but at slightly varied speeds, making it look a lot less uniform than one would expect, considering each func rotate is constructed using the exact same brushes.

I was a bit worried about the lighting, but the nature of the map makes fixed/visible light sources a problem, they would also cause a significant jump in R's. The current effect at the moment gives the impression of lots of downlights shining from above, and it looks ok. Also the jump pads have some problems (see profile for description), but theres not much else I can do with them. I had thought about replacing them with teleporters, like you suggested KIIIA, but bounces suit it a bit better I think.
Re: Parralaxion Posted by wckd on Thu Jul 22nd 2004 at 5:26am
wckd
148 posts
Posted 2004-07-22 5:26am
wckd
member
148 posts 125 snarkmarks Registered: Aug 29th 2003
Looks very Escher-esque. Great architecture, looks differnet from anyting else I've seen.
Re: Parralaxion Posted by JFry on Thu Jul 22nd 2004 at 7:49am
JFry
369 posts
Posted 2004-07-22 7:49am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
looks cool, reminds me of diablo 2 a bit.
Re: Parralaxion Posted by ghost of evilspy on Thu Jul 22nd 2004 at 11:25am
ghost of evilspy
65 posts
Posted 2004-07-22 11:25am
65 posts 127 snarkmarks Registered: Jul 11th 2004
Omg, looks sweet! If filesize isn't too much I'm going to put this on my friend's server :biggrin:
Re: Parralaxion Posted by Agent Smith on Thu Jul 22nd 2004 at 1:36pm
Agent Smith
803 posts
Posted 2004-07-22 1:36pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I was slightly wrong regarding the r_speeds in game, they get to about 1350, which I'll admit is a bit high. I might reduce it a bit by deleting some of the rubble vortex, which should take it down to about 1200. Even so it might be alright as it is.
Re: Parralaxion Posted by ReNo on Thu Jul 22nd 2004 at 2:18pm
ReNo
5457 posts
Posted 2004-07-22 2:18pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Is the rubble solid, and can therefore be used as part of the map if you gauss jump around?
Re: Parralaxion Posted by Adam Hawkins on Thu Jul 22nd 2004 at 3:03pm
Adam Hawkins
858 posts
Posted 2004-07-22 3:03pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
Don't forget the 'null' texture. Apply it to any brush-faces that won't be visible to the player at any point. That might save you a few r's - but other than that I don't see how you can really reduce them without removing brushes, which would be a shame as you've obviously put a lot of effort into realising your idea.
Re: Parralaxion Posted by Agent Smith on Thu Jul 22nd 2004 at 10:11pm
Agent Smith
803 posts
Posted 2004-07-22 10:11pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
The rubble isn't solid at this stage Reno. While it would be fairly cool if it was, it would give the players a chance to see even more of the map at once. while those R's wouldn't go higher than about 1500, it adds some problems as well. the illusion of the vortex would be somewhat destroyed, as the player would be able to see no other pieces beyond the ones already there. Also the chance of actually landing on one of pieces, which are spinning at speeds between 40 and 50, are pretty slim. I figured the problems outweighed the small increase in game play.

Thanks for the suggestion of the null texture Adam, I had completly forgotten about that, and will give it a go tonight.
Re: Parralaxion Posted by KingNic on Thu Jul 22nd 2004 at 10:19pm
KingNic
185 posts
Posted 2004-07-22 10:19pm
KingNic
member
185 posts 49 snarkmarks Registered: Feb 5th 2004 Occupation: Student Location: UK
Tried converting the rubbe to models?
Re: Parralaxion Posted by ReNo on Thu Jul 22nd 2004 at 11:04pm
ReNo
5457 posts
Posted 2004-07-22 11:04pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I don't know what you could null here that would be of much use to be honest. The only ones I can think of would be the outside faces of the spinning rubble, and those won't be rendered from anywhere but around the outside of the rubble, where frame rates really don't matter and it would be more important to have a good look for screenshot purposes.
Re: Parralaxion Posted by Crackerjack on Fri Jul 23rd 2004 at 3:49pm
Crackerjack
264 posts
Posted 2004-07-23 3:49pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
gauss jump?! what is this nonesence you speak of!
Re: Parralaxion Posted by ReNo on Fri Jul 23rd 2004 at 5:43pm
ReNo
5457 posts
Posted 2004-07-23 5:43pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Never heard of it? Clearly not an HLDM player :razz:
Re: Parralaxion Posted by Ferret on Fri Jul 23rd 2004 at 6:44pm
Ferret
427 posts
Posted 2004-07-23 6:44pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
you telling me you can't null a s**t ton of those faces? cmon yes you can! Also I"d suggest using maybe a sprite+lightpoint combo to get some light differences in there.
Re: Parralaxion Posted by Ferret on Fri Jul 23rd 2004 at 6:45pm
Ferret
427 posts
Posted 2004-07-23 6:45pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Looks quite swell. Can't wait until I see the last release of it.
Re: Parralaxion Posted by ReNo on Fri Jul 23rd 2004 at 7:04pm
ReNo
5457 posts
Posted 2004-07-23 7:04pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
As far as I can tell, everything being rendered here, is on show, and therefore nulling it would make the scene look daft. You can null all you want, but you won't get the same looking scene. I think the only faces you could null without noticing, would be the outside faces of the rubble, and that isn't being rendered from anywhere that frame rates matter anyway.
Re: Parralaxion Posted by Loco on Fri Jul 23rd 2004 at 7:55pm
Loco
615 posts
Posted 2004-07-23 7:55pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Woah! Nice mapping there! This is definitely one for me and my brother to play on LAN! Good work.

As for polygon reduction, it should be alright - but I'm only saying
that because I've no idea how you would reduce the r's there!
Re: Parralaxion Posted by Ferret on Fri Jul 23rd 2004 at 8:12pm
Ferret
427 posts
Posted 2004-07-23 8:12pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
maybe use 5 sided platforms rather than 6 or something? just little reductions like that an help.
Re: Parralaxion Posted by Campaignjunkie on Fri Jul 23rd 2004 at 10:12pm
Campaignjunkie
1309 posts
Posted 2004-07-23 10:12pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I think you can probably NULL the background-platform things, but
anything else would look silly or only affect compile time. I think you
would probably benefit from 5-sided platforms too; maybe only use those
on the areas that aren't used as much.
Re: Parralaxion Posted by Gwil on Fri Jul 23rd 2004 at 11:18pm
Gwil
2864 posts
Posted 2004-07-23 11:18pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
As far as I can tell, everything being rendered here, is on
show, and therefore nulling it would make the scene look daft. You can
null all you want, but you won't get the same looking scene. I think
the only faces you could null without noticing, would be the outside
faces of the rubble, and that isn't being rendered from anywhere that
frame rates matter anyway.
surely you can't null the faces if the func_rotating has been implemented?
Re: Parralaxion Posted by Gwil on Fri Jul 23rd 2004 at 11:21pm
Gwil
2864 posts
Posted 2004-07-23 11:21pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
I think you can probably NULL the background-platform things, but
anything else would look silly or only affect compile time. I think you
would probably benefit from 5-sided platforms too; maybe only use those
on the areas that aren't used as much.
the underside of the non rotating platforms could probably be nulled.

weapon balance has a lot more to play in this map - ie, make the gauss the only power weapon..
Re: Parralaxion Posted by Campaignjunkie on Fri Jul 23rd 2004 at 11:31pm
Campaignjunkie
1309 posts
Posted 2004-07-23 11:31pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
The undersides will never be visible/rendered though, so they will have
no effect on r_speeds. Maybe reduce the compile time a little, but
that's it.
Re: Parralaxion Posted by Ferret on Sat Jul 24th 2004 at 12:17am
Ferret
427 posts
Posted 2004-07-24 12:17am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
new screens!now!!!!!
Re: Parralaxion Posted by Gorbachev on Sat Jul 24th 2004 at 1:11am
Gorbachev
1569 posts
Posted 2004-07-24 1:11am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Campaignjunkie said:
The undersides will never be visible/rendered though, so they will have no effect on r_speeds. Maybe reduce the compile time a little, but that's it.
I'm pretty damn sure they would be rendered...they are not sealed away by VIS in any way so the majority of the map would be rendered at all times. I'm with Reno in the thought that only the furthest and outer most edges of the chunks could be NULLed. Why not vary the sizes of the platforms? so some 3,4,5,6 sided ones to mix it up.
Re: Parralaxion Posted by Agent Smith on Sat Jul 24th 2004 at 1:18am
Agent Smith
803 posts
Posted 2004-07-24 1:18am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I'm agreeing with Reno on this one. The only real places available for nulling would be the outside faces of the rubble, which wouldn't matter because you don't see them anyway. I can't null the undersides of the platforms because most can be seen from other places in the map, making it look stupid.

I could cut down some of the faces on the pieces, but that would seriously reduce the variation in them, making them look less like rubble and more like tiles. I could do it to some though.

Also the screens show the entire map, just in case anyone wasn't clear on that.

But be aware I dont have much time to do any major changes before the competition deadline, having started back at uni this week. Apart from some minor tweaking and weapon placement it'll have to do. Thanks for the suggestions though. :smile:
Re: Parralaxion Posted by Campaignjunkie on Sat Jul 24th 2004 at 1:28am
Campaignjunkie
1309 posts
Posted 2004-07-24 1:28am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I'm pretty damn sure they would be rendered...they are not sealed away
by VIS in any way so the majority of the map would be rendered at all
times. I'm with Reno in the thought that only the furthest and outer
most edges of the chunks could be NULLed. Why not vary the sizes of the
platforms? so some 3,4,5,6 sided ones to mix it up.
All backfaces (or bottomfaces I should say) are culled during rendering. Maybe if you fell down into the abyss you
would see them, but most of the time you wouldn't see them. Except the
2<sup>nd</sup> story platforms and such.
Re: Parralaxion Posted by 7dk2h4md720ih on Sat Jul 24th 2004 at 2:08am
7dk2h4md720ih
1976 posts
Posted 2004-07-24 2:08am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Want to save polys? Use regular sized steps instead of the littly girly ones you have now. :smile:
Re: Parralaxion Posted by Agent Smith on Sat Jul 24th 2004 at 1:39pm
Agent Smith
803 posts
Posted 2004-07-24 1:39pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
By regular sized steps Alien_Sniper, I'm assuming you mean the jumbo steps used in most DM maps, ones designed for clowns, with extra length to allow for the big shoes :biggrin: .

On a serious note that would likely make more polys and also require serious altering of the map. So thanks for the wonderful suggestion, but perhaps not :smile: .
Re: Parralaxion Posted by ReNo on Sat Jul 24th 2004 at 1:55pm
ReNo
5457 posts
Posted 2004-07-24 1:55pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I highly doubt doubling your step height would INCREASE polycounts, and while it does look a bit daft in some maps, it could be worth checking out. Perhaps not double them up anyway, just go for 12 unit height or something (the BIG ones in maps are normally 16, typically the small one people use are :cool: .

I'd be incredibly surprised if it required more than 10 minutes work to alter the size of the stairs also :razz:
Re: Parralaxion Posted by Agent Smith on Sun Jul 25th 2004 at 3:02pm
Agent Smith
803 posts
Posted 2004-07-25 3:02pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Its not hard to change the stairs, but they are currently at the right combined height, width and length. If I was to change that, I would then have to alter the parts of the map they are connected to, to ensure that things lined up. Then the spacing between the parts would have to be changed to suit the new sized segments. Its just a bit of a hassle I don't have time for, particularly when the stairs are fine and its not really going to make a noticeable difference in the R's.

Anyway, I have deleted some of the smaller debri which has decreases the R's to no higher than 1250, which I figure is acceptable, without ruining the effect.

I know this ain't the editing forum, but to save time I'll ask it here. The jump pads are causing some trouble. Most are directional, as opposed to the standard straight up in the air jump pad. But as some might know it causes problems. I use two pushes, one that pushes you up and into the other that pushes in the right direction. This means they only work if you jump at them from the right spot. I you jump from above you hit the directional push which throws you off the map. Does anyone know how to get them to work without the need for two pushes, as its the only remaining major flaw in the map. Thanks
Re: Parralaxion Posted by fishy on Sun Jul 25th 2004 at 3:39pm
fishy
2623 posts
Posted 2004-07-25 3:39pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
it's done with the pitch/roll/yaw property. i dont remember exactly, but i tthink you would use a combination of changing the middle 0, (of the 0 0 0 in the p/r/y), and the compass tool thingy.

experiment a little and you'll get it.
Re: Parralaxion Posted by Agent Smith on Wed Aug 4th 2004 at 2:08pm
Agent Smith
803 posts
Posted 2004-08-04 2:08pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Apart from the bounce pads everything is ready to rock and roll. I tried what you suggested Fishy, but it didn't work. no matter how much fiddling around I did it would only push up, down, or 360 on the x axis. The bounces as they are a bit buggy, not always delivering you to the desired location. I'm still using the method of two pushes, one that pushes you up and into the other that pushes in the right direction. If anyone knows exactly how to do it, or a tut that could tell me how, I'd be forever grateful. Thanks.
Re: Parralaxion Posted by 7dk2h4md720ih on Wed Aug 4th 2004 at 2:14pm
7dk2h4md720ih
1976 posts
Posted 2004-08-04 2:14pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
There's a tutorial here, but it's probably no use to you:
http://www.game-edit.org/tutorials/halflife/generic/bounce_pad/bounce_pad.html

We gonna get a look at this before the competition deadline? :smile:

Did you try making the first push trigger the second one so you have to pass through that first?
Re: Parralaxion Posted by Agent Smith on Wed Aug 4th 2004 at 2:31pm
Agent Smith
803 posts
Posted 2004-08-04 2:31pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
thanks for the tut alien_sniper, its atually the one I used to get a basic idea of how to set them up. The idea of the triggers is a great idea though, one I didn't consider, so I'll give it a go. Thanks a lot. :smile:

If I can that idea to work I'll try and post a copy of the map tomorrow, otherwise it'll be up sometime before the deadline.
Re: Parralaxion Posted by 7dk2h4md720ih on Wed Aug 4th 2004 at 2:37pm
7dk2h4md720ih
1976 posts
Posted 2004-08-04 2:37pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
No problem, hopefully you'll get it working ok. Looking forward to playing it. :smile:
Re: Parralaxion Posted by Ferret on Wed Aug 4th 2004 at 2:55pm
Ferret
427 posts
Posted 2004-08-04 2:55pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
package it up! gogogo
Re: Parralaxion Posted by Agent Smith on Thu Aug 5th 2004 at 9:54am
Agent Smith
803 posts
Posted 2004-08-05 9:54am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Here's a beta version of the map, just a few small things to finish and do a full compile and its ready to rock and roll.

Good news is I fixed the bounce pad problems, thanks to Alien_Sniper's sugestion of the trigger. I rigged up some triggers and multi_managers and they work about perfect. The beta is only a fast VIS compile, as a full VIS compile takes about 8 hours which I didn't have time for today.

Anyway, check it out and give me any suggestions if you have them, I might have a chance to implement them. I was wondering if anyone knew how to get a text message to pop up at the start, once for each player individually. At the moment one just pops up at the start for everyone. Thanks and Enjoy.
Re: Parralaxion Posted by mrnatural on Sat Aug 7th 2004 at 9:50am
mrnatural
63 posts
Posted 2004-08-07 9:50am
63 posts 16 snarkmarks Registered: May 3rd 2004
Awsome. reminds me too much of a map i experimented once with. very simliar. i like origional content.

rocks bud.
Re: Parralaxion Posted by beer hunter on Mon Aug 9th 2004 at 6:50pm
beer hunter
281 posts
Posted 2004-08-09 6:50pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
A bit too easy to fall off imo, it does look trick tho' with all the rotating stuff and its an interesting concept. And jump pads caused me problems in my map as well :(
Re: Parralaxion Posted by Kampy on Sun Sep 19th 2004 at 6:23pm
Kampy
304 posts
Posted 2004-09-19 6:23pm
Kampy
member
304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
Great theme, maybe some more weapons would have been cool
Re: Parralaxion Posted by Jezpuh on Sat Sep 25th 2004 at 2:47pm
Jezpuh
115 posts
Posted 2004-09-25 2:47pm
Jezpuh
member
115 posts 32 snarkmarks Registered: Sep 16th 2004 Occupation: School Location: Assen, Netherlands
It looks quite simple, yet it looks amazing too. I love it. Very unique.