#76 posted by dwere on 2016/08/23 17:37:40
The grates kinda look that you can break them. So there's probably enough people who tried to axe or shoot them.
NewHouse
#77 posted by mjb on 2016/08/23 17:40:13
If you are putting those triggers there to block the view of enemies just turn that trigger until a func_wall with something like .001 alpha or similar.
func_wall blocks enemy sight and won't bleed :D
#78 posted by Newhouse on 2016/08/23 18:33:40
To be honest I want to make them 'grates' be breakable in final attempt. To other end before "GK" path I will put maybe wood or boxes. The way viewblock works, works just fine but I put in might that I could use func_walls as well like I used already in places. And for lighting I indeed should place basic bright white light to increase brightness. I am not very good at colors yet, but very eager to learn new stuff.
#79 posted by Newhouse on 2016/08/23 18:36:19
I mean I will replace viewblocks by using func_wall if it is possible to set it whole tranparent 0.0%
#80 posted by Newhouse on 2016/08/23 18:37:43
Full transparent* sorry typos, and also I am on phone.
Why No HUD?
#81 posted by Mike Woodham on 2016/08/23 18:39:19
Is there anything about that config file that means I have to use it?
#82 posted by metlslime on 2016/08/23 18:40:50
i deleted all *.cfg and *.rc
Newhouse
From memory I grabbed the centre power-up with the blue key.
Also I got the rocket launcher from the bright blue lit corner with the crates that you need to access it.
Thanks Metlslime
#84 posted by Mike Woodham on 2016/08/23 19:27:42
Shamblernaut
#85 posted by Newhouse on 2016/08/23 19:56:43
Thanks, it is good to see people having different decisions other than just super shotgun.. are those lockers equal to each other in your opinion? Yet, in this smaller vision of my attempt, should I place all blue keys before that path to GK, or is it better to keep the last one just for that last vore+sentinel battle (if player finds that last key). I quess Gk path blue key is still too well hidden.
Newhouse
#86 posted by Rick on 2016/08/23 20:10:11
I don't think there's a good reason for that map to be boxed. Just plug windows with sky brushes. If you really need a little space above the transparent ceilings then build a shallow box above them made from sky brushes. It'll look the same in the end and should drastically cut down on vis times.
It's still too dark. You need more (nearly) white lighting, put some wall or ceiling light panels here and there for overall light.
Reduce the range but increase the intensity of the more saturated color accent lighting.
Rethink pulsing and blinking of lights. It's usually better if those styles are not used too much or over too large of an area.
It seems like you use func_trains in places where doors would work as well or better (more control).
Rick
#87 posted by Newhouse on 2016/08/23 21:04:11
Thanks, didn't understood what boxed meant in this content earlier, I thought you were talking about rooms/hallways/layout that is too boxed looking. I'm going to remove that large skybox over everything.. I just start working maps that way so I don't get warnings/errors I am still unexperienced in that sense.
Then again we are talking about artistic choices, which aren't yet that well executed. Only problem with lights is lack of color teory and experience of screen color/brightness default levels/settings. I will do what I can, to make it appeal more core audience that possible has not that good screens or are using very dark settings. But there is limitations what I can do or understand, because most of this is still very new to me.
About doors vs func_train.. only reason why I preferred using func_train over doors was that I couldn't figure out how to make close and open and just stay there when using logic gate. I know -1 makes stay still, but didn't close when I raised goldkeyalert/after vores dropping down in that main area.. it simply didn't close from that open position. But in func_train it has path corners.. for some reason those worked immediately.. if both had -1 in wait key.. I wad able to toggle it almost same way as doors worked.. only problem wad sounds. But then again maybe I am just too unexperienced, but I am eager to know how much control actual func_door has in this case*
#88 posted by adib on 2016/08/23 21:36:34
Too bad life won't let me play your maps, let alone finishing mine. But one thing is sure:after this one, no more attempts to make long epics. From now on, just short and explorations of themes and ideas. I'm still on greybox, it's gonna be a big one... or at least long to make.
Ionous, I managed to get stuck on pipes after falling from the upper level. You need a clip brush to fill the gap between those pipes and the wall.
Beautiful job everyone.
@kreathor
#89 posted by mfx on 2016/08/23 23:24:22
i just checked your .map file, the pipes made of tris are awesome. And they are hollow?!?
Crazy shit dude.
#90 posted by khreathor on 2016/08/23 23:38:17
Pipes are generated from OBJ-2-MAP.
Unfortunately I didn't managed to implement auto convexer on time, that's why I had to use old methodology => each model's face turns into a brush.
It looks messy and it's hard to modify later, but it works :)
Yeah
#91 posted by mfx on 2016/08/23 23:40:56
i know of the obj2map converter stuff myself a bit to say thats pretty ..... pretty with phong shading.
Good job there!
Thanks!
#92 posted by khreathor on 2016/08/23 23:52:07
#93 posted by razer_ on 2016/08/24 00:45:17
Somehow I fell into the lava and died the first time I tried to enter nightmare difficulty. I couldn't reproduce it though after a few more tries.
@NewHouse
#94 posted by parubaru on 2016/08/24 11:10:25
I have recorded demos and done some basic tests on the beta2 version. There are some demos made on the original version too.
Should I post them here along with the results?
I could also send you a mail if you give an email address either here or by sending me a mail (click on my user name).
#95 posted by Jaromir83 on 2016/08/24 13:49:57
Recorded In Quakespasm
#96 posted by Jaromir83 on 2016/08/24 13:56:09
.
Parubaru
#97 posted by NewHouse on 2016/08/24 14:01:25
Hi.
I sent you message* I should put my email address visible here as well.
@NewHouse
#98 posted by parubaru on 2016/08/24 16:44:57
Thank you.
Mail with demos etc. sent.
You can give an email address here if you register.
Quaddicted
#99 posted by mjb on 2016/08/24 17:26:20
Curious if this release will be also available on Quaddicted in the future? :O
#100 posted by NewHouse on 2016/08/24 20:28:18
If it will be, it would be nice to know way ahead before it happens. I simply don't want to be only one who made own map impossible to beat in easy mode. Rerelease is different story then, what I am working on right now.
And I assume every should be able to make it 'playable' in that sense.
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