dm_comsci

dm_comsci

Re: dm_comsci Posted by Addicted to Morphine on Wed Apr 27th 2005 at 9:16pm
Posted 2005-04-27 9:16pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
This map is incredibly rough at this point. Only about 3 hours of
solid work so far (and I don't think I work particularly fast).
Like the map description says, I'm trying to create a DM with strong
vertical gameplay. Consider what I have posted so far a rough
sketch of about 50% of the layout. I'm adding some bounce
pads/elevator shafts that will transport players up to the rafters area
that will also be added. I'm also toying with the idea of adding
another silo that connects with this one.

I know it's hard to judge from the shots, but if you could give me some feedback on the layout so far, I'd appreciate it.

The brushwork is worse than basic, but I didn't want to spend a lot of
time beautifying a map that I'll potentially be ripping apart later to
accomidate feedback on the layout. However, still feel free to
constructively criticize the brushwork I have so far if you see
problems with it.

I'll be adding more as soon as I can.
Re: dm_comsci Posted by DrGlass on Wed Apr 27th 2005 at 9:26pm
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I like the general idea of this map. It seems like it will turn out to be a nice classic deathmatch map.

I think rather than making another silo you should keep building this
up. maybe toy around with some low gravity areas? trigger_push
kinda stuff?

This seems like the kind of map that will have traps and lots of evil ways to kill off the player.

brush work looks fine to me, just bring in some more small details and you should have a fine map.
Re: dm_comsci Posted by G4MER on Wed Apr 27th 2005 at 10:39pm
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Man this just shows how much I suck.. Nice idea.. and only 3 hours to get that. Cant wait to see it finished.
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 1:37am
Posted 2005-04-28 1:37am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks for the votes of confidence guys. I did some more work
(fleshed out most of the map now) and posted 3 updated screenshots.

I'm going to add one more bounce vent. It'll be opposite the
topmost one. So there will be two ways to get to the top.

I've decided not to include the RPG. It would make this map too
easy. I'm already debating whether or not to add any Machine Gun
grenades.

The way the map is shaping up I think I'd have the most fun with the
crossbow, magnum, and combine rifle. The shotgun would have a
place in the side corridors.

When someone dies at the top... they fall a long way down. I blew
myself up a couple times just to watch my body tumble all the way to
the bottom. Pachinko!

Feel free to offer feedback on the new screens!

Edit: If it doesn't hurt performance too much I'd like to add
smoke to the pit... So that it will obscure the bodies when I
trigger_hurt kill them. I think it'd look pretty snazzy as
well. How would I go about doing that? Which
entities? I did a search but I'm still not sure what I should be
using.
Re: dm_comsci Posted by G4MER on Thu Apr 28th 2005 at 2:13am
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Do always map in the grid, and then go back and texture? Im wondering if I should do that?
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 2:28am
Posted 2005-04-28 2:28am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I've never done it this way before. I figure... before I get all
distracted by the way the map looks I'll try to figure out the layout
objectively.

It's kind of nice not worrying about what things are supposed to be textured as you build it.

I'd say it's worth trying.
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 3:15am
Posted 2005-04-28 3:15am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I just finalized the layout and updated the screenshots
accordingly. It's a simple map, nothing more than a stretched out
arena, but I have to say I'm rather happy with the potential for
vertical combat. After I finish up weapon and item placement, as
well as player spawns, I'll be ready to host the map.

Does anyone want to help me playtest the alpha?

It's not much to look at now, but I want to see how it plays and also
get some input on weapon locations before I work on textures,
architecture, lighting, and props.

It will have to be sometime this weekend. If anyone is
interested, please post when you're available. Thanks in advance!
Re: dm_comsci Posted by Ferret on Thu Apr 28th 2005 at 4:01am
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I think you're missing the point of the developer textures.
Re: dm_comsci Posted by satchmo on Thu Apr 28th 2005 at 4:30am
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I have a suggestion for the theme. The map looks like it can have
the architecture for a intercontinental missile hanger. Perhaps
it could be one of the powerful combine weapons used in the Seven-Hour
War?

This can provide the basis for texturing the map. And I love the
layout. I had an idea for a map like this, but it never
materialized.

I recommend adding some ladders to have more access to the top.
In addition, I like the idea of having transparent walls. Perhaps
you can even make some more walls that just has a hole filled with
non-breakable glass in it. This way, you can see another player
running right past, but neither one can shoot at one another. But
the anticipation is that you'll be meeting right around the corner (so
either bust out the nade or the shotgun).

What about a functional elevator? And more piping models in the
center of the silo structure? Some high-voltage area with
switch? Just some more ideas.

I can't wait to play this.
Re: dm_comsci Posted by DrGlass on Thu Apr 28th 2005 at 4:53am
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I dont think there is really any 'right' way to use the dev textures.

I'd like to help play test it, I'm thinking about asking for another
play test night, neo has a map that needs testing, I have one (if I
could ever compile it), and you would make a solid three.

There needs to be some more light variation. Try diffrent color based on level, so you dont get lost.
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 12:10pm
Posted 2005-04-28 12:10pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Hey satchmo,

Thanks for all your suggestions! You've mentioned some really really good ideas that I'd like to try to implement.

Right now for the theme... I am leaning towards some sort of combine
weapons/research silo. So I have my texture set, I just have to
do a good job of applying them.

I'm glad you like the layout! It's fairly simple now (although I
may add a few more routes to the top because right now there are only a
couple).

I never liked ladders in deathmatch, but they might be added as an
option somewhere in the corridors, I actually already have an idea
brewing for an alternate route... I guess I'm just worried
there's not enough connectivity. I'm hoping there's flow, but I
want more options to keep the games fresh. I'll need to playtest
this to confirm. Check out the new chapter I have about the
completed alpha.

I like the idea of windows so you can see people run by. I have some good ideas on where to put them.

I don't think I'll be adding an elevator. I already have 3 soon
to be combine zero-gravity lifts that are just simple trigger_pushes
and they spit you out a ways. It's rather amusing to fly through the air coming out of the chute.

I will definitely add more piping models in the center of the silo.

What I think might work well is a button somewhere that deactivates the
bridges briefly. I'd have to make them energy bridges, but I
think the effect might be good. Getting almost across and someone
deactivates the bridge and you fall a long way. There'd have to
be an audible warning to stop that from being too annoying.

Again thanks for the comments!

Everyone else, please post in the new chapter.
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 12:14pm
Posted 2005-04-28 12:14pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Ok sounds good. I'll keep my eyes open for a test night.

I'm going to vary the light colors like you suggested.

As for the Dev textures... I found that particular texture to be the
least annoying when blanketing every surface. Maybe they are
still annoying, but I can't think of another that would be less
irritating.
Re: dm_comsci Posted by Push6 on Thu Apr 28th 2005 at 12:31pm
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Posted 2005-04-28 12:31pm
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This looks like its got the potential to be alot of fun, hope you can
pull it off. It could just be me, but the glasswalk ways seem a bit..
thick? maybe make them a bit thinner? Apart from that though, it sounds
alot of fun.
Re: dm_comsci Posted by G4MER on Thu Apr 28th 2005 at 1:37pm
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Push6 said:
This looks like its got the potential to be alot of fun, hope you can pull it off. It could just be me, but the glasswalk ways seem a bit.. thick? maybe make them a bit thinner? Apart from that though, it sounds alot of fun.
Dont Do it.. leave it just like it is. =) It has that great HALO, StarWars Sci-FI feel. Besides.. I want the glass thick.. im a big heavy dude.. and thing glass bridges and im sure to crack my glass ( remove the gl ). :lol: :lol: :lol:

:grenade:
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 5:59pm
Posted 2005-04-28 5:59pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Updated the Screenshots.

I'm looking for a way to host the alpha. It's only 655kb zipped up.<br style="font-weight: bold;">
<br style="font-weight: bold;">
Can someone either host it for me or send me to a place where I can get it hosted?

Once I get hosting I hope some of you will give it a run through and
give me feedback. This version will also be the one used for the
playtest.

Thanks!
Re: dm_comsci Posted by Push6 on Thu Apr 28th 2005 at 6:05pm
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You could try filefence, Ive never used it before but Ive heard good things about it.
Re: dm_comsci Posted by satchmo on Thu Apr 28th 2005 at 6:08pm
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As for the lighting, what about having a different color for each
level? That way, people can get oriented immediately when they
spawn.

It reminds me somewhat of that huge silo thing in Star War, where Darth Vader battled his son.
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 6:14pm
Posted 2005-04-28 6:14pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Push6, unfortunately filefence only lets you upload VMFs. So I'm
out of luck. I was going to register a 50megs account, and then I
realized you could only upload things that were smaller than 250kb.

Satchmo that idea was so good it was suggested twice!

After the alpha playtest I'll start beautifying the map.. and that's
when I'll figure out what I'm going to do with the lighting. It
may be unnecessary to light it differently level to level, but I'm
going to promise to use more lighting variety in the beta :smile:
Re: dm_comsci Posted by Leperous on Thu Apr 28th 2005 at 6:18pm
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Here, have a pit to upload it to :smile:
Re: dm_comsci Posted by Addicted to Morphine on Thu Apr 28th 2005 at 6:26pm
Posted 2005-04-28 6:26pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thank you!!

This is awesome. The alpha is now ready for download thanks to Lep.

Please, feedback and comments! Also, hopefully there will be a playtest soon -- this weekend perhaps?

Edit: I'm not sure the updated screenshots I uploaded are working so here they are:

User posted imageUser posted image

User posted imageUser posted image

It's a long way down!

User posted imageUser posted image
Re: dm_comsci Posted by DrGlass on Thu Apr 28th 2005 at 9:57pm
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Cant wait to play it! Maybe we can get a saturday server time?
Re: dm_comsci Posted by Addicted to Morphine on Fri Apr 29th 2005 at 3:07pm
Posted 2005-04-29 3:07pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I just hopped on the server and played a quick 15 minute round with
Tau_Neutrino and Nooba. The map is available to be voted on the
server thanks to reno. Just vote on comsci_alpha if you want to
play it.

Aside from improving the wonderful textures, the general consensus was
more weapons (specifically the magnum, shotgun, crossbow, and ar2) and
ammo. They also wanted some healthchargers and some props and
more combine type stuff (ie ball dispensers). This being my first
attempt at a DM map, I have a lot to learn about weapons placement, and
hopefully both of them will give me some specific pointers later.
So please, if any of you get a chance to run around the map or play it,
give me some feedback about weapon locations, ammo, and general layout.

I have some things in mind to change for the next alpha... but more ideas the better!
Re: dm_comsci Posted by Natus on Fri Apr 29th 2005 at 3:37pm
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aww, i want to playtest it too, it looks really good, but i gotta fix my router :sad:
Re: dm_comsci Posted by Myrk- on Sat Apr 30th 2005 at 12:27am
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Architecture looks very halo esque...
Re: dm_comsci Posted by Addicted to Morphine on Sat Apr 30th 2005 at 3:01am
Posted 2005-04-30 3:01am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Architecture looks very halo esque...
Hmm you're right. That's not a good thing for HL2. We
playtested today. It seems the general concensus was that the
layout was fine. The map just looks really out of scale (too too
big). At first everyone was like "whoah, this is really not
scaled right" but I think most of them found it didn't bother them
after a little bit. I'm going to try to fill up the space with
some more support brushes, pipes, light fixtures, etc... and hopefully
that will beef up the level and make it less empty and appear better
scaled. In other words, after I finish, I hope it doesn't look
like halo.
Re: dm_comsci Posted by DrGlass on Sat Apr 30th 2005 at 9:40am
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Well... play tested it today here a few thoughts.
  • Give spawns some cover! I always like a second or two to collect
    myself when I spawn, but here I spawned in the middle of fire fights
    and was at 50 hp before I could even fire my gun</li>
  • Small details, add some supports, props, combine stuff, pipes, etc. (i know you know that)
  • more light variation. try and shoot for 3 kinds of lights,
    hard cold spot lights, soft white lights, and some colored lights (war
    color, like red or orange.</li>
  • more wepons, but seperate the gun from the ammo so the player cant just camp in one spot with full ammo.
  • more cover, add some pillers along the walls or half walls you can crouch behind.
  • texture (duh)
Thats about it for now, cant wait to play it again!
Re: dm_comsci Posted by Addicted to Morphine on Sat Apr 30th 2005 at 2:11pm
Posted 2005-04-30 2:11pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks for the comments. I'll definitely have to sort out the
spawn issues. I'm going to move those two that are in the open
area to a place where they'll have some cover.

What do you think I should do about the sense of scale? You can't
drop from level to level without losing 10 hp... and aside from the one
ladder there's no way (currently) where you can get down safely.
I'm thinking of adding vents etc that you can jump onto so that you can
make it down without losing life if you want. Although 10 hp
really isn't much. Do you think I should sacrifice the height of
the map to accomidate the proportions/safely dropping from level to
level?
Re: dm_comsci Posted by Addicted to Morphine on Sat Apr 30th 2005 at 8:17pm
Posted 2005-04-30 8:17pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I've finally decided to ahead with the combine theme. I textured a tiny
bit of the map to see which textures fit well... and I think I'm
keeping that blue wall texture and the turquoise for the
platforms. The floor textures I'm nots so sure about.
Anyway... here's a taste.

User posted image
Re: dm_comsci Posted by Ferret on Sun May 1st 2005 at 12:28am
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desperately requires better texturing, and moreinteresting static props to flush out the walls ect.
Re: dm_comsci Posted by mazemaster on Sun May 1st 2005 at 2:19am
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Maybe on the edges of the glass put some supporting metal beams. That would look cool but still let you see through most of it. I definitely like vertical aspect.
Re: dm_comsci Posted by viper5k on Sun May 1st 2005 at 4:49am
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Nice but plain
Re: dm_comsci Posted by SnarkSephiroth on Sun May 1st 2005 at 8:32am
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From the looks of it, Id say this map is going to be really cool! Keep
up the good work! Where did you get the idea for it? Any sources or
just from thought? I like it.
Re: dm_comsci Posted by Addicted to Morphine on Sun May 1st 2005 at 2:49pm
Posted 2005-05-01 2:49pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I was sitting in class and my professor was talking about a specific
type of design for a prison, which involved a single tower surrounded
by a ring of cells which were fully visible from the tower. The
tower had smoked glass so the inmates couldn't tell if they were being
watched at that particular moment.

This map doesn't resemble that design much, except for the emphasis on
action surrounding a central point. I had an idea for the first
floor, and after I mapped out the pit and the glass, I really just went
from there on without a solid plan for the rest of the map. The
layout has gone through a couple revisions.

Thanks for the compliments. I know it's plain, but I'm working on that now.

I almost don't want to make it too detailed, so I can just keep a classic DM feel...
Re: dm_comsci Posted by Addicted to Morphine on Mon May 2nd 2005 at 3:52am
Posted 2005-05-02 3:52am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I officially hate texturing...

I'm getting a bit frustrated with my attempts at progress in this
map. Here are 4 screens to show that I'm actually still working
on it. I'm not particularly happy with it. I almost want to
give someone an earlier version of the VMF which has no textures and
only the basic layout. I truly feel the layout has merit, but I'm
losing my motivation to beautify the map. I may just want to keep
it simple.

Anyway, no cubemaps yet. Here are some shots:

User posted imageUser posted image

User posted imageUser posted image

I already know the lighting in the second picture is too
yellow. There are lights without sources in the main
chamber. And... I'm afraid some of the wall columns are too
busy... too HL1ish.
If you see anything that is particularly garrish or offensive, do tell.
Don't spare my feelings.
Re: dm_comsci Posted by DrGlass on Mon May 2nd 2005 at 4:21am
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To fix the scale you should add smaller details, 2x2 unit trim.
Small details, and static props. As for the fall damage, you
could make 'landing' pads that had a trigger_push above them so if you
jump on the pad it slows you down about 128 units above the ground.
Re: dm_comsci Posted by Leperous on Mon May 2nd 2005 at 8:26am
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Use some combine tubes, giant monitors (not necessarily working) and more props/detail to spice up the flat walls. I don't want this turning into a big tall killbox :razz:
Re: dm_comsci Posted by Orpheus on Mon May 2nd 2005 at 9:36am
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Addicted to Morphine said:
I officially hate texturing...

http://img69.echo.cx/my.php?image=comscialpha400010pm.jpghttp://img27.echo.cx/my.php?image=comscialpha400021dk.jpg
http://img27.echo.cx/my.php?image=comscialpha400030fg.jpghttp://img27.echo.cx/my.php?image=comscialpha400044zm.jpg
Because you were dumb enough to wait till it became a chore silly.

I texture as i go, I may change my mind on some later but its not a chore then. I know many mappers who scrap a map simply because they were stupid enough to wait to the end and "Try to force" the textures work. They give up in defeat.

Some mappers however do well by waiting, but they are few and far between,

Next time, texture as you go and save yourself a bit of text you will waste on crying.

/ 2 cents
Re: dm_comsci Posted by Addicted to Morphine on Mon May 2nd 2005 at 1:23pm
Posted 2005-05-02 1:23pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Well. It seemed like a good idea at the time. Often, I
spend hours hunting around for a good texture and I lose focus on
completing a working layout.

I'll be using a different approach next time.
Re: dm_comsci Posted by DrGlass on Mon May 2nd 2005 at 2:08pm
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Addicted to Morphine said:
I officially hate texturing...

http://img69.echo.cx/my.php?image=comscialpha400010pm.jpghttp://img27.echo.cx/my.php?image=comscialpha400021dk.jpg
http://img27.echo.cx/my.php?image=comscialpha400030fg.jpghttp://img27.echo.cx/my.php?image=comscialpha400044zm.jpg
Because you were dumb enough to wait till it became a chore silly.

I texture as i go, I may change my mind on some later but its not a
chore then. I know many mappers who scrap a map simply because they
were stupid enough to wait to the end and "Try to force" the textures
work. They give up in defeat.

Some mappers however do well by waiting, but they are few and far between,

Next time, texture as you go and save yourself a bit of text you will waste on crying.

/ 2 cents
I texture as I go, but I dont think its better or worse. If you
wait till the end you can really get the scope of your project and
texture everything in the same style.

on the other hand, your brush work may be the wrong size for the
texture and if that happens you s**t out of luck unless you want to
change a huge amount of your map to fit one or two textures.

The 'orange map' was (I think) used becuase there really weren't any textures when the mappers started work.
Re: dm_comsci Posted by Push6 on Mon May 2nd 2005 at 3:08pm
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The orange map was used so the mappers and playtesters could
concerntrate solely on the gameplay, rather than how pretty It looked.

Back on topic though, I still think the floor/platforms look too
HL1-ish. Also, if you add support beams around the outside walls, or
maybe even break it up with consoles, etc. Do make use of the combine
pipes as well, like Leperous said. Finally, Dont give up! stick with
it. :smile:
Re: dm_comsci Posted by Addicted to Morphine on Mon May 2nd 2005 at 3:26pm
Posted 2005-05-02 3:26pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks guys. I've taken a deep breath and am giving it another go.
Re: dm_comsci Posted by Orpheus on Mon May 2nd 2005 at 3:42pm
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Addicted to Morphine said:
I've taken a deep breath and am giving it another go.
Lots of shallow ones work better. The hyperventilate feel does wonders. :dodgy:
Re: dm_comsci Posted by BlisTer on Mon May 2nd 2005 at 7:43pm
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nice architecture and idea. i started from the same idea of verticality for px_shockwave but ended up with too high r_speeds so i couldnt really explore it further and i continued horizontally... i hope you have more fortune with it, keep it up