01-16-2007, 01:52 PM | #61 |
Join Date: Mar 2005
Location: Europe
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It looks okay, but to improve on what zSilver_Fox said, place the trigger_hurt about 32 units below the platform.
And dm maps that force you to get an airshot are boring as most players cry in the arms of a strafer, and if this player is an admin, expect sv_airaccelerate 0... These maps are much slower, too : ( |
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01-16-2007, 07:33 PM | #62 |
Join Date: Dec 2006
Location: Uranus
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k thnx guys. Il double-check my trigger_hurt height when i get home, im at skewl right now
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01-16-2007, 09:20 PM | #63 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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Hey maybe you should shared the converted Q4TF textures
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01-16-2007, 09:28 PM | #64 |
Join Date: Dec 2006
Location: Uranus
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im not done converting all of them yet, dont worry, once I finish il post them
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01-17-2007, 12:02 AM | #65 |
Join Date: Mar 2005
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I believe you mean sv_airmove 0 . That was a cvar in Gold Source, not sure if it was ported over to Source.
Perhaps walls around the area would help out for wallshots and such... but meh, just an idea, and it sort of destroys the point of the map. Such maps are made for people who want to improve on their airshot abilities, not for pubs. |
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01-17-2007, 03:21 AM | #66 |
Join Date: Dec 2006
Location: Uranus
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DL Added, if someone wants to try it out, thatd b gr8 so I know if i should have scuzzy add it to the test server
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01-17-2007, 11:33 AM | #67 | |
Join Date: Mar 2005
Location: Europe
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Quote:
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01-17-2007, 04:19 PM | #68 |
Join Date: Dec 2006
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i cant whait to play midair in FF
WITH walls and seeling otherwise nobody will play it tbh , allready 50000...... maps like that |
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01-17-2007, 07:29 PM | #69 |
Join Date: Dec 2006
Location: Uranus
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u like saying tbh dont you, and btw, since you inspired me to make this map, i need a detailed comment from you
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01-17-2007, 07:50 PM | #70 | |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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Quote:
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01-17-2007, 07:53 PM | #71 |
Join Date: Dec 2006
Location: Uranus
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mine has a ceiling and walls, but im keeping the map dark and sinister, and if I add more light to make the ceiling to be viewable, Im afraid that il loose the dark/sinister kinda feel
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01-17-2007, 08:01 PM | #72 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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01-17-2007, 08:06 PM | #73 |
Join Date: Dec 2006
Location: Uranus
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ehhh, il keep with the ceiling/wall textures for now. But il work on some lighting and stretch the floor textue some more
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01-17-2007, 08:10 PM | #74 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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Keep in mind that stretching it will lower its quality. You can also find a higher resolution texture instead.
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01-17-2007, 08:11 PM | #75 |
Join Date: Dec 2006
Location: Uranus
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k
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01-26-2007, 07:32 PM | #76 |
Join Date: Dec 2006
Location: Uranus
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Ok, I am currently grounded from my comp, not gonna say why. Im typing this @ school finally after a week of being grounded from my one at home, and I finnally got a chance to use one at skewl. So it might b a week untl im back, maby a month idk, hopefully soon, its already driving me mad. Anyways I will be working on none of my maps for a while.
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01-26-2007, 07:37 PM | #77 |
Useless
Retired FF Staff
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What, did you flunk English?
Wait what's Uranus's home language?
__________________
Look at all those dead links. |
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01-26-2007, 07:52 PM | #78 |
Join Date: Dec 2006
Location: Uranus
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..no. If u think hard enough, youle find out
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01-27-2007, 10:41 AM | #79 | |
Join Date: Mar 2005
Location: Europe
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01-27-2007, 11:45 AM | #80 | |
Join Date: Dec 2006
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ANd they still play it every day i know i do |
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