Re: Melawan
Posted by Forceflow on
Fri Nov 19th 2004 at 5:32pm
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The parts of the wood not supported by those other wooden pillars is, indeed, breakable.
Re: Melawan
Posted by Aniland on
Sat Dec 18th 2004 at 12:11am
Posted
2004-12-18 12:11am
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Nice layout, and very smooth
Re: Melawan
Posted by Forceflow on
Mon Jan 3rd 2005 at 10:33pm
Posted
2005-01-03 10:33pm
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So, replaced the ramps by stairs. Looks better now. I also cut the sidewalls a bit, because they also had that "rampy" look.
Re: Melawan
Posted by ReNo on
Tue Jan 4th 2005 at 7:10pm
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How did you reach the conclusion that the 3D skybox doesn't support
displacement surfaces? As that conclusion is wrong :smile: I'd probably do a
combo of buildings, walls, gates with roads through them leading out
into the desert, etc...
Re: Melawan
Posted by Nickelplate on
Tue Jan 4th 2005 at 7:20pm
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you can scale them down! in the displacemnt surface properties set the SCALE tag to 16 like the rest of your skybox!
Re: Melawan
Posted by Forceflow on
Tue Jan 4th 2005 at 7:24pm
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Ooh, thanks a lot. I'm going to try that.
And some gates would be cool too, thanks Reno.
Now just ignore this thread until I can release this one :razz: (at my tempo: another twenty years. And I'm only 17. :-( )
Re: Melawan
Posted by Captain P on
Wed Jan 5th 2005 at 12:50am
Posted
2005-01-05 12:50am
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Is it time yet, Mr. Forceflow? :biggrin:
Anyway, dismaps are quite versatile for me. You can even translate them (or however that sort of brush manipulating is called).
As for the skybox, does some sort of canyon with instant-death falling
damage to prevent players from wandering off too far fit in your map? :smile:
Re: Melawan
Posted by Nickelplate on
Wed Jan 5th 2005 at 9:14pm
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You should probably put walls around the map in a ROUNDED, FREEFORM SHAPE. Then to brak up the "wall repetition" make part of the wall fallen in and crumbling. make it so you can see out into the desert hills which will be your 3d-skybox-camera-box thing(just eye candy) then just make it impossible to get out there by using a clip brush. Is this making sense? Put walls and a road going past the main part of the map with a gate on either end of the road, that will break up the walls a bit on either side, then just find some interesting things to do with the rest of it.
Re: Melawan
Posted by Forceflow on
Thu Jan 6th 2005 at 11:29am
Posted
2005-01-06 11:29am
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It does make sense, Nickelplate. I took a screenshot that shows an overview on how the map edges look now.
If I have things right, this should work: I place a camera entity at my
origin, and copy this entity with the edges of my map (the walls you
see now, for example)
I place this group - scaled down to 1/16 or something in a small skybox
outside of my actual map. Then, I surround these smaller walls by
displacement surfaces and perhaps some buildings. Then I delete the
outer walls I copied into my smaller skybox, and the original camera entity.
So this should work ?
Re: Melawan
Posted by Nickelplate on
Thu Jan 6th 2005 at 3:15pm
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from what i gather from what you're saying, it should work perfectly. Now you just need to make your walls detailed and fun. Which i am sure you'll be able to do. I can't wait to play this one. Is this your contest submission?
Re: Melawan
Posted by ReNo on
Thu Jan 6th 2005 at 3:25pm
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Errr, its for CS:S foo :razz:
Re: Melawan
Posted by Nickelplate on
Thu Jan 6th 2005 at 3:50pm
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dammit! shudup. I knew that.... Shudup! you're a foo.... butt...man...
oy...
Re: Melawan
Posted by Forceflow on
Thu Jan 6th 2005 at 4:11pm
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It's indeed, for CS:S, and even if it was allowed to send in CS:S maps, I wouldn't have a chance.
I might release a HL:DM version too, because in fact, I'm just making a Counterstrike Deathmatch map. (like "dlroweci_yf" - horresco referens, but
waay better than just 4 ugly blocks and a s**tload of weapons.) It
could work in HL:DM mode too, but I'll have to redo some
architecture for some good weapon placement.
Anyway, first this one to finish.
And Reno, I was indeed wrong. The 3d skybox does support displacement surfaces.
Re: Melawan
Posted by TMA-2 on
Thu Jan 20th 2005 at 7:54pm
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The brushwork and lighting are both really excellent judging from the screenshots. I'm glad to see a map that doesn't rely on inserting a bunch of prop_physics all over the place to impress people. The only thing that looks dodgy is perhaps the lightmap size on some of the faces with lots of shadow. Anyway, keep up the good work.
Re: Melawan
Posted by Crono on
Wed Sep 7th 2005 at 11:14pm
Posted
2005-09-07 11:14pm
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All I can say is don't be afraid to up the brush count a bit. Especially with cylinders. Unless the excuse you'd use is that you don't want to work with more edges.
Blame it on Microsoft, God does.
Re: Melawan
Posted by Trapt on
Thu Sep 8th 2005 at 7:14am
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It's alright, but it really needs better lighting and a skybox.
And as Crono said, a little roundness would look nice.
I seem to have done toilet on your floor