Granito
#4091 posted by Sielwolf on 2007/11/17 04:46:23
Crate DM anyone?
Although
#4092 posted by madfox on 2007/11/17 18:07:38
I succeeded to develop a new Q1 monster with more than usual combat tactics, it seem to be rather easy to kill.
Constant shooting at it stop all attacks in pain frames, so it's not such a strong monster afterall.
This inspite of the
"self.pain_finished = time +2"
which ought to give the monster time enough to reach its attack state.
Pain_finished
#4093 posted by Preach on 2007/11/17 18:43:48
When you say that time + 2 should be enough for the monster to reach it's attack, are you taking into account the length of the pain animation as well? It might be worth making sure that sometimes granito_pain_decide returns without running any pain animation even if pain_finished < time. Although weak monsters like grunts tend to go into pain from any attack, you'll notice that the chance of the more powerful monsters going into pain is proportional to the amount of damage done, you could try adding that code to the granito.
Nice Shots...
#4094 posted by generic on 2007/11/18 17:54:09
Trinca. I typical don't think of Mayan as curvy (i.e. 1st shot), but I can't wait to see what you do with the theme.
Dspdm6 Need Beta Testers
#4095 posted by xDeadLy on 2007/11/18 18:44:24
#4096 posted by Trinca on 2007/11/18 22:03:05
thks generic_maps i hope to make a map you guys remenber! since my last are a litle crapy...
#4097 posted by gone on 2007/11/19 17:15:20
My Shirt Back!
#4098 posted by madfox on 2007/11/19 19:39:55
Nice White Style
#4099 posted by ijed on 2007/11/19 20:34:53
Roman Temple?
I wouldn't use the floor texture in shots 1 and 3 though; looks pretty low-detail.
Hu Madfox
#4100 posted by bambuz on 2007/11/19 20:39:33
what happened? It looks great...
But is the guy noclip flying, or is the scale off?
#4101 posted by Trinca on 2007/11/19 20:44:06
look nice Madfox, but i will not coment your maps untill you coment other�s people maps :p
Wow
#4102 posted by negke on 2007/11/19 20:44:09
Are you really the same MadFox who used to post maps here in the past?
Looks nice so far, lighting seems to require tweaking. Don't mix base textures in.
To Comply With Spd's Demand Myself
#4103 posted by negke on 2007/11/19 20:53:38
http://negke.quaddicted.com
Some colorful screenshots, e.g. of my still-WIP vertical map. Most people will probably know the stuff already but anyway..
MadFox
#4104 posted by JPL on 2007/11/19 21:06:57
OOoooohh, very nice ! I like the antique Greece style ! Keep it up :D
Negke/madfox
#4105 posted by nitin on 2007/11/19 22:20:03
looking good.
madfox, needs better lightng but very good start.
Uh...
#4106 posted by madfox on 2007/11/19 23:27:15
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...
Screenshots are taken with spirits config.cfg advice,
but it makes the pix look rather fisheye, and turned my gun in a pinriffle.
Trinca, you don't have to judge it.
I'm 'still here with my part in the base-start map,
and wonder why I made it.
#4107 posted by Trinca on 2007/11/20 00:42:52
for nothing my friend... for nothing...
Neg!ke...
#4108 posted by generic on 2007/11/20 00:44:17
It needs more details and a bigger texture variety. Also, quit mapping because you are obviously no good at it. (^_^)
Not Really
#4109 posted by HeadThump on 2007/11/20 01:39:38
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...
The base/mine map I play tested of yours was solid in design.
Old Mappers Hat...
#4110 posted by madfox on 2007/11/20 08:33:33
Wow!
#4111 posted by RickyT33 on 2007/11/20 10:46:34
Two interesting looking projects!
Neg!ke - Nice map - very clean and stylised construction - Interestiong how you use idbase bindings on a mid-evil theme (also interesting website - never seen it before, I like the look of the 'fleshy' speedmap :P
Madfox - Also looks very nice, nice texturing, good positioning of lights. I would maybe drop the lighting down a bit, and sourced lights (like the flames in the second shot) i would concentrate the immediate light around the flame by adding a 'wait' key with a value of '2' or something like that maybe, or maybe just drop the light level a bit...
I dunno ;-P
OMG
#4112 posted by Shambler on 2007/11/20 11:19:11
Madfox discovers proper texture combinations, the world will never be the same again.
Speedy that looks uncannily like you (the map pics now dude).
Madfox
#4113 posted by grahf on 2007/11/20 17:10:42
I like the theme. I have some suggestions.
- All but the last shot looks cramped. Also, make sure to lay clip brushes over pointy bits or recesses in the walls. Cramped hallways plus pointy bits sticking out would equal not fun.
- Those textures are good, but very directional. Make sure to align everything. I'm mainly noticing arcus2.jpg, the column bases and curved arch bricks. Because the brick texture is heavily shadowed, it really stands out that it is not aligned to the architecture.
- Similarly, realism in texture choices. In arcus1.jpg, there are horizontal boards across the slanted ceiling that should be wood, not detailed marble.
Arcus
#4114 posted by madfox on 2007/11/20 18:23:51
RickyT23 - I am just on the point of brushes. Trying to get them aligned. I thought to be smart and imported it in DMM. Now all texures are back in the grid again, but it obviously turned all my lights with a delay - 1 option.
Shambler - Thanks for your command. I tried to email you, but it seems as if your adress will ever be the same mailerror.
Grafh - This is my first map with a skybox. The outer part is very big and I'm fitting the map with small boxes I created in DMM. If I delete the boxsides it won't be so cramped anymore. Also by importing and exporting in DMM some textures get substituted.
Little By Little...
#4115 posted by distrans on 2007/11/21 04:15:03
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