Re: dm_saturated
Posted by Andrei on
Thu Aug 4th 2005 at 9:35pm
Andrei
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I
wouldn't recommend allowing the players to drown though. The water bug,
you know.
Oh, and the light beams in pic 1 look wrong, being yellow when the
window/background is green. I know they're a prop but they just
don't look right. Other than that, it looks secksy.
Re: dm_saturated
Posted by Junkyard God on
Thu Aug 4th 2005 at 10:21pm
Posted
2005-08-04 10:21pm
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looks brilliant :smile: verry nice idea and i can see you are making alot of work of it. keep it up and you'll end up with a great map
Hell, is an half-filled auditorium
Re: dm_saturated
Posted by Myrk- on
Thu Aug 4th 2005 at 10:27pm
Posted
2005-08-04 10:27pm
Myrk-
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1st pic doesn't give me that feel it ought to, just doesn't feel rustic or strong. I suggest making alot more metal supports, rusty ones to fit in with the theme, and better windows in screen 1. Other than that I can't comment much without looking around the map.
-[Better to be Honest than Kind]-
Re: dm_saturated
Posted by BlisTer on
Fri Aug 5th 2005 at 2:02am
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looks nice, especially 2nd and 3rd shot. that hangar in the 3rd shot
seems to provide good gameplay. now you need to find the right balance
between slow water-movement-feel yet fastpaced gameplay.
These words are my diaries screaming out loud
Re: dm_saturated
Posted by Crono on
Fri Aug 5th 2005 at 8:24am
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I wonder if there's a way you can do the trails for the bullets ... I'm guessing no, but that'd be cool.
A clipped off area that showed water surface from the bottom and floating objects would be badass. Not sure how you can go about that if the player is not submerged.
Blame it on Microsoft, God does.
Re: dm_saturated
Posted by DrGlass on
Fri Aug 5th 2005 at 9:50am
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You can use a trigger_vphysics to make objects act like they are in
water and also give them trails with the texture/sprite of your choice
(i.e. bubble)
I'd fiddel around with that and see what you can do.
Re: dm_saturated
Posted by Leperous on
Fri Aug 5th 2005 at 3:57pm
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If you can't send a RAR file with GMail, then just send a ZIP (or even a GZIP or something) instead then- at the very least your RAR program should be able to do it in that format...
Re: dm_saturated
Posted by Underdog on
Sat Aug 6th 2005 at 4:09pm
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Since you are going for the aquatic effect, it would be interesting to see some/most of the map at odd angles. Create a submerged setting by creating the illusion of being sunk. Also, since raindrops can be created with certain effects, why not have the direction of the bubbles follow a drips path, only upward?
Perhaps you could use the conveyor effect to have currents? Blurry water with current would be nice.
There is no history until something happens, then there is.
Re: dm_saturated
Posted by Junkyard God on
Sat Aug 6th 2005 at 6:51pm
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that chair in the 3rd pic, maybe try to make it float in some way, don't know if this would be possible but it would look cool :smile: ( wood floats... )
Hell, is an half-filled auditorium
Re: dm_saturated
Posted by Cassius on
Wed Aug 10th 2005 at 6:03pm
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Make big beams of light coming down from the surface of the water.
Re: dm_saturated
Posted by Crono on
Fri Aug 12th 2005 at 11:20am
Posted
2005-08-12 11:20am
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You could do several things! You could even have a trigger change the debris parent from a rotating object to a linear moving object.
Or, You could make it that one entity that moves and rotates on it's own ... forget the name.
But all these effects could be used to create the illusion of being underwater. I'm sure there's a way to make these all effected by player movement too.
Blame it on Microsoft, God does.
Re: dm_saturated
Posted by Loco on
Wed Sep 14th 2005 at 7:01am
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I'll check the dynamic light settings, as I suspect that's the problem. I did a lot of nodraw-ing on the various surfaces you can't see, so it could be worse! As for the blandness of the map, I can't do a lot until a few months time when I'm not working my backside off at school.
I think 1/10 is a bit harsh though - it's not THAT bad!
Re: dm_saturated
Posted by omegaslayer on
Wed Sep 14th 2005 at 9:28pm
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The performance was what really put me off, agreeibly 1/10 is really bad. But I rest my decision! Get those performance things worked out, and spice up everything. Maybe add some other colors than grey/blue