Stairs
#13058 posted by
DaZ on 2016/01/08 21:27:06
please don't leave the stairs floating like that, put some supports under them thx!!!! <3
That's Good Timing Because I Just Thought Of An Alternative
#13059 posted by
aDaya on 2016/01/08 22:46:10
I Put A Support Under My Stairs For You Daz
#13060 posted by
- on 2016/01/08 23:40:26
Which Map Is That, Scampie?
#13061 posted by mfx on 2016/01/08 23:48:33
Looks cool.
Daya
#13062 posted by mfx on 2016/01/08 23:49:44
Your shots look neat too! Go map!
#13063 posted by
Breezeep_ on 2016/01/09 04:12:19
An Arcane Dimensions Jam needs to happen.
It Does
But please, no sooner than early-to-mid February. Right now I am completely and utterly swamped (like treading in waist high shit) with volunteer work and I only fet enough spare time to annoy skacky on Steam.
Currently the ratio of jams to finished otp maps is 10:0 and I am quite eager to fix that, especially with AD. But I would very much like a breather from everything else first :(
#13066 posted by
- on 2016/01/10 02:11:16
mfx, it's e1m1, obviously.
Looks interesting man... can't wait to see more. :)
Wanna Chaingun And BFG That
#13069 posted by
adib on 2016/01/12 00:07:37
Pew Pew
#13070 posted by
DaZ on 2016/01/12 00:11:09
red lighting is a bit over the top, I would dial it back a bit!
Glad you worked out the fence texture stuff!
Also not too keen on the rock texture used but that is personal preference I suppose. I think something with less green in it might work better? Hard to say.
Add a white light to the front of the teleporters so the skill text is more readable.
Changed Rock Texture For Something More Fitting
#13071 posted by
aDaya on 2016/01/12 00:51:57
Yeah
#13073 posted by mfx on 2016/01/12 01:19:55
that looks good. Be careful with saturating lights like this, especially when those lights share the same room.
I know we all have different taste in what it "should" look like, but on the other hand most here would agree on "what it shouldn't look like".
Right?
#13076 posted by
- on 2016/01/12 03:33:14
...and from the archives....
https://www.youtube.com/watch?v=8KK7qwyi9mY
that was my testmap for the stupid coffins no one saw in necrokeep... originally the monsters spawned below the ground and rode them up, but they broke in the real map so they just spawn above ground but since no one even sees the coffins explode out of the ground it doesn't matter!
#13077 posted by
- on 2016/01/12 03:43:02
...more from the archives...
https://www.youtube.com/watch?v=QmsfYn1jF_I
when the nailgun used to be in the center of necrokeep, and did the e3m2 thing... couldn't ever get it looking right and I ended up moving the NG anyway so it wasn't easily missed.
Almost Done Here, The Nightmare Secret Still Needs To Be Done
#13078 posted by
aDaya on 2016/01/12 10:47:39
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103624-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103630-00.jpg
Though I gotta ask, what's the ambient entity for that "bzzzz" sound effect used for emulating electric lamps? ambient_light_buzz doesn't produce a single sound. Also, I looked at the original start sourcemap to see how to go to the next line for a message, I tried /n as shown but this doesn't work. What gives?
Oh, That Was It, I'm Always Confused Between / And \
#13080 posted by
aDaya on 2016/01/12 11:04:36
Still, what about the ambient sound?
#13081 posted by
- on 2016/01/12 13:01:52
...there's ambient_flouro_buzz and ambient_light_buzz as the total entirety of ambient sounds with the word 'buzz' in them... I let you go ahead and experiment and discover which one is the buzz you want.
(also, ambient_light_buzz DOES work, it's just a low constant hummmm of a light, hard to notice if you have music on)
#13082 posted by
Zwiffle on 2016/01/12 13:30:49
That coffin thing was cool.