05-27-2006, 06:06 PM | #221 |
Join Date: Mar 2005
Location: Europe
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Wrong topic, sorry.
Last edited by o_player; 05-27-2006 at 06:34 PM. |
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05-27-2006, 10:19 PM | #222 |
Join Date: May 2005
Location: Oxford, UK
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The front of base is supposed to be neat and tidy. However, there is one change I have in mind for where it joins with the rocks at it's sides. I will make it so that when looking straight at it from the front, the metal edge is perfectly straight (as it is now), but I will add a thin rim going back from the edge of the metal so that when seen from the side there is a little rim of metal which the rocks then overlap at a small random distance (like it is on the top of the window atm if you have seen the bsp). This will mean it will look nice and tidy but also much more rocky and realistic (as this is how if would most likely be done in reality).
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06-09-2006, 08:25 AM | #223 |
Join Date: Feb 2005
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a pickup is lunch or not?
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06-09-2006, 08:52 AM | #224 |
Join Date: May 2005
Location: Oxford, UK
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Just thought I'd try a test compile to see if everything's ok after the SDK update that caused a few ppl problems. It seemed ok, apart from the areaportals. When I go through an areaportal in game it flickers to a really odd image corrupted with white dotted bits. I only did a fast vis and rad compile, so maybe a full compile will resolve it... Has anyone had this problem before please?
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06-09-2006, 05:02 PM | #225 |
Join Date: Dec 2004
Location: Melbourne
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06-11-2006, 10:07 PM | #226 |
Join Date: Mar 2005
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Looking like a piece of art, nice work.
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07-22-2006, 12:30 PM | #227 |
Join Date: Jul 2006
Location: Arizona
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map looks very nice,great job
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07-22-2006, 04:38 PM | #228 |
Join Date: Dec 2004
Location: The Netherlands
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Posted it in another thread but here goes:
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07-23-2006, 06:46 PM | #229 |
Join Date: Jul 2006
Location: Plovdiv, Bulgaria
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hahaha that's funny.
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08-03-2006, 04:29 PM | #230 |
Join Date: Aug 2006
Location: Calgary, Alberta, Canada
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I love this map...it's going to have nice flow to it for sure.
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02-03-2007, 12:27 PM | #231 |
Join Date: Feb 2005
Location: Finland
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/me takes out the revive pads and revives this thread.
UPDATES?! |
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02-03-2007, 09:17 PM | #232 |
Join Date: May 2005
Location: Oxford, UK
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nothing new. everything that can be done without ff is done. just needs to be ported into ff, some textures replaced with the ff ones, and then play-tested and tweaked until we're happy with it all.
so basically, still waiting for ff!.. |
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02-03-2007, 11:07 PM | #233 |
Join Date: Apr 2006
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be happy with the fact that FF hasnt come out yet Caesium. so far your map is my favorite but of course that's based entirely on aesthetics.
just hope that it doesn't turn into one of my least favorite maps when it comes to playability :P |
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02-05-2007, 04:53 PM | #234 |
Fear teh crowbar.
Retired FF Staff
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It will be fun, the wide open yard is a haven for concjumping mofos. It will take a doubleconc to make it from the conc balcony to the enemy base though.
The biggest bonus aardvark has is its wide open bases, that'll be fun as hell. I can't wait to play it. |
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02-05-2007, 05:40 PM | #235 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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Lost, stop trying to act to innocent. You have FF, YOU CAN ALREADY PLAY IT!
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02-05-2007, 06:34 PM | #236 |
Join Date: Dec 2006
Location: Uranus
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yea, but he would have to decompile it and rebuild it with ff entities and i dont think he would do that.....nvm.....even i would do it
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02-06-2007, 04:38 AM | #237 | |
Fear teh crowbar.
Retired FF Staff
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Quote:
For instance, this one would be a fun open map to hop around and kick some ass on, epicenter will be a royal bitch with those tight corners and quick conc caps, but immensely fun with a smaller group of players. Hell, I'd love to play epicenter with real HL2DM gameplay, that would rock. |
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02-06-2007, 10:40 AM | #238 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Can you not spawn at an info_player_start in FF or what?
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02-06-2007, 10:43 AM | #239 |
Join Date: Dec 2005
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Youd think it would be used for level overview when you start the map like in TFC.
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02-09-2007, 10:54 AM | #240 | ||
Join Date: Feb 2005
Location: Belgium
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Quote:
there you say something, how will conc grenades act in source, if they are affected by physics, you can't do a dubble conc, becouse the first one wil blow away the second nade! Quote:
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