Re: Launchpad 14
Posted by haymaker on
Fri May 16th 2008 at 1:28pm
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<div class="abouttext">Message submitted 7 minutes after original post:</b></div>
I just wanted to quickly say I really dig the whole map-in-a-tower concept, beats the map-in-a-hole hands down. The idea of a visible horizon is something I've been trying to incorporate with limited success. Are you thinking a custom skybox?
It also opens up some interesting possibilities for interior lighting with the light_environment via directional windows, you could get away with a sunset/sunrise thing here and have big industrial floods as well.
Anyway perhaps too early for lighting but the thought had occurred to me. Too bad light_env takes so bloody long to compute.
Re: Launchpad 14
Posted by haymaker on
Wed May 21st 2008 at 6:49am
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<div class="abouttext">Message submitted 15 minutes after original post:</b></div>
( I forgot to take screens of what Im about to say )
-I still can't find a reason to go up into the tower, seems disconnected somehow. I don't think you want a supercharger up there unless you leave it barren of weapons. Maybe an elvator from the lowest level, as an escape a la biohazard?
-There is a staircase opposite a deck/landing, it's just a touch out of reach for a jump in a counter-clockwise run. Another deck to the side of it could shorten that.
-I don't know how you were planning to deal with fall damage onto the plane-ship, I would either double up the hpacks on that grate deck that is just past it, or raise the plane's brush up until you don't crunch. ( Another trick is to place a model at a fall location )
The new brushwork looks a lot easier to hint, good call there. The only other concern I had was disorientation, but that will likely resolve itself during future stages. Nice fast layout!
Re: Launchpad 14
Posted by Gwil on
Thu May 22nd 2008 at 5:50pm
Gwil
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Item placement is nice enough, although I will say that their seems to be more than one (3 ?) Combine rifles. Could just turn into a run and gun fest, especially the ample ammo for SMG grenades too.. perhaps it would discourage camping spots though.
As for the layout as a whole, I like it. Would suit small groups of players, even as few as 1v1 duelling map.
Interesting now to see how the aesthetics progress, especially the outdoor vista. Onward with the tarting up!