im pretty sure they will just "float" where theyre placed, but you could have the resup fields like certain maps have that you just fall/walk through
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everybody say woot for the 1st (custom) texture added, i actually cheated and used the model of the airvent i had done for a garden picture i did a long time ago
( http://forums.cgsociety.org/showthre...ght=west+hills ) that never even got rendered, i just rendered it and painted on it , http://img338.imageshack.us/img338/4136/hog07ap4.jpg |
Before you worry about textures and all that could you get dev textures on there? (search dev on texture filter) orange walls grey floors etc :) so we can have a look at this layout?
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well i really had hoped to make only what i needed to, texture it then copy and paste it to mirror it for the other side , and then again for the blue base that way i only have to texture/scale/orient things once (besides the team colors) i know its easy to copy the textures scale/oriention but i really had not wanted to besides if i send the map i can just include the textures couldnt i? is there some other reason i am missing for using the dev textures? i guess i could use the dev textures on sertain things like the main wall ( plan on doing some serious detail ) and such, but if i even gave the map out right now , things like the air vent you would not know that there would be a window there because it would have been a dev texture,,,
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he's just saying its harder to see the layout when everything's the same shade yellow.
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i never use the dev textures..
texture it as you want it..then copy it and paste into a new map then replace all of the colored textures with the opposing teams textures. then paste back into the map. |
I use dev textures so I can go back and replace all of them with nodraw.
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well i used the dev ( that orange texture ) on the map and you couldnt make out anything, it was like a big orange fog , anyways i picked a random puke like brick texture, here is the REALLY early version ... i finnaly got gravity to work off the bat , and the wind tunnels finnaly work without banging your head on the ceiling or , well hovering for 5 mins , bad thing about hl2dm is you have no air control so it might change again after ff comes out and i can see whats its going to work like ... keep in mind this is way before the other side has been pasted , and also the blue teams side pasted.. that is if you can make anything out in the pukeness of fullbright... unzip to the hl2dm folder , i included the 1st 2 new textures... mainly to show whats there ...
http://files.filefront.com/ff_hallof.../fileinfo.html or here if filefronts beeing a tard |
lose the low gravity. otherwise it looks like its going to be a fun map to play. I say replace the gravity with bouncepads (or ones like the ones in spaceball)
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damnit i knew i should have done my own map consept 1st
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I just had a go it was quite a good fun.
Some useful commands: Code:
sv_cheats 1 Code:
sv_gravity http://img45.imageshack.us/img45/7645/pushzm5.th.jpg I think the walls on the ground floor need to be further from the side walls a bit, also shown a hint brush position for kicks. http://img510.imageshack.us/img510/3...abitub8.th.jpg |
:( gravity 4.4x stronger would be ,, more then normal gravity, thus not like the original map , but inline with the other review of do away with lowgrav. as for the vertical push tubes there was 6 in them but i found out whatever the most powerfull push was the one that was actually doing anything ,.. but there is about 3 used right now... as for that wall, eh i cant even tell where that is ... ehmmh and its my map
edit---- oh wait i see it now, ok yea i can add more to the wall |
With current gravity snipers would have a field day and it would take about 5 minutes to land from a conc UT doesn't have these problems :)
If you increased gravity to a compromise of reducing airtime but not destroying your hp in 2 falls that would be ideal. It was quite a lot of fun 'concing' around this map via noclip, I think some major fog would be needed though for both performance and to stop the defenders on the other side of the map being sniped from the other side of the map. If i remember this map had a 'strong' green colour scheme in the midfield so maybe some radioactive fog might be apt :) |
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i guess ill name the map FF_HallOfGiants_2007_CTF_Lowgrav and FF_HallOfGiants_2007_CTF god thats a long mapname lol |
TBH just have the one version, servers than want lowgrav will turn it on in the server.
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well, i guess that would work, defeats me tring to do a port like conversion though :cry:
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You wouldn't want that anyway. Two different games - it has to be adjusted accordingly.
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well, i did not like geting shot off the pathways and then falling forever and then geting killed by landing on the ground , or missing a jump because i thought i could make it and taking damage as well.
also i plan on doing a cool space looking skybox as well with probaby floaty astriods in the skybox |
ff_hallofgiants_2007.lua
ff_hallofgiants_2007_lg.lua problem solved |
pardon my nubnessness but what extention is lua
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