03-25-2006, 09:50 PM | #61 | |
Join Date: May 2005
Location: Oxford, UK
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03-26-2006, 06:30 AM | #62 | |
Join Date: Feb 2005
Location: Belgium
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03-26-2006, 02:43 PM | #63 | |
Join Date: May 2005
Location: Oxford, UK
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03-27-2006, 01:31 PM | #64 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Ok I DL'd and played the map and now I'm impressed.
I spent like an hour getting speed from noclip and bouncing myself up onto the platform outside the spawn. If trimping is even remotely the same as this I'd be one happy camper (or concer...) So the only things I have to suggest are: 1: Some of the triggers inside the spawn doors are wierd and the door doesn't stay open, but just opens and closes randomly sometimes. 2: The doors make wimpy little click noises. They should sound like big scary servos (imo) 3: The map needs soundscapes. 4: Some of the displacements near where the underwater tunnel lets out are annyoing to get stuck on. If it wouldn't work to change those so you can walk on them, then I might suggest puting a vertical concrete bit there. And that's all I thought of, besides what I mentioned before. P.S. What's the deal with the 2fort basement? Seeing that felt really surreal. |
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03-27-2006, 03:48 PM | #65 | |
Join Date: May 2005
Location: Oxford, UK
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1. Yeah, the trigger for the respawn doors aren't done properly yet. I've been playing around with a few different ways of triggering them, but I know they are buggy atm and they will NOT be like that in the end. 2 & 3. I haven't worked on sounds at all yet. I've been having trouble trying to get custom soundscapes to work in game. But again, don't worry, there will be sounds in the final version. 4. Which bit do you mean exactly? The water way is supposed to be very hard to get out via if a defender is trying to stop you, and I'm not aware of any bit you actually get stuck on assuming you stick to the middle of the passage. Btw the idea behind the 2fort basement is that aardvark has been built on the old site of 2fort Hence the 2fort bit is all old and overgrown, and some parts are blocked up and some walls smashed through. I thought it would be fun to play with people's perceptions of what's real lol. Oh, and it seemed a lot more interesting than just having a boring corridor going from the water exit to the bottom of the lift. PS offy going water can use the old 2fort flagroom to their advantage if they want to try not to be seen on the camera system (ie a spy), but of course the trade-off is that that's slower that just going straight to the lift... Last edited by o_caesium; 03-27-2006 at 08:23 PM. |
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03-27-2006, 04:29 PM | #66 |
Join Date: Dec 2004
Location: Melbourne
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converted the original 2fort textures over yet caes ?
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03-27-2006, 10:05 PM | #67 | |
Join Date: May 2005
Location: Oxford, UK
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03-28-2006, 08:40 AM | #68 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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http://www.superjer.com/nezumi/aardvark.jpg
It's wierd trying to climb out of the water over the displacements to the left of the crosshair. You don't get stuck exactly but it'll probably be annoying trying to decide exactly where along this part you can have to be to get out. Maybe if you put a block over part of it like this, so people won't sit around in the water humping the wall. Kindof a small thing but it's in a high traffic area so I dunno... Also, the boats in the middle should either respawn or be unbreakable (assuming prop_physics_respawnables will be in FF) And give me a pm if need help with soundscapes. I'm pretty sure I've got them all sorted out. |
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03-28-2006, 10:06 AM | #69 |
Join Date: Jan 2005
Location: Australia
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looks good, havnt run around on it yet, might wait till next beta
alot of the mappers could learn from how this map is being handled though ;o |
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03-28-2006, 12:37 PM | #70 |
Join Date: Dec 2004
Location: Melbourne
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lol how is that a high traffic area, it's not that hard to land your concs on that huge ramp...
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03-28-2006, 12:37 PM | #71 | ||
Join Date: May 2005
Location: Oxford, UK
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As for the boats, there will be the message "Red Battleship Has Been Defeated!" when said ship is sunk :E I might just take you up on that soundscape offer once I've finished this mega texturing phase we're going through atm. We've got a really nice and distinctive, expensive look for beta2 Quote:
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03-28-2006, 02:22 PM | #72 | |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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And Kam, you can't go into or out of a base without going by that spot. High traffic, duh. |
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03-28-2006, 03:32 PM | #73 |
Join Date: Dec 2005
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Looking good caes. Can only tell from screens as I'm on tech desk at work! . Will have a run around later! From the screens it looks like one of the first maps to be in a beta stages that will actually play to FF's stregnths (movements and so on), other than HL2's aesthetics! Fairplay mate!
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03-28-2006, 07:00 PM | #74 |
Join Date: Feb 2005
Location: kidderminster, uk
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a request:
dido - hunter when the map loads plz! |
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03-29-2006, 02:39 AM | #75 |
Join Date: Dec 2004
Location: Melbourne
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get out.
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03-29-2006, 07:52 AM | #76 |
Join Date: Feb 2005
Location: kidderminster, uk
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you get out!
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03-29-2006, 05:36 PM | #77 |
Join Date: Jan 2005
Location: Montreal
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Map is pretty cool. It's really big too.
I think the texturing needs alot of work tho. Keep it up! |
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03-29-2006, 05:53 PM | #78 | |
Join Date: May 2005
Location: Oxford, UK
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03-29-2006, 09:11 PM | #79 |
Join Date: Jun 2005
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rough eta for beta 2?
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03-29-2006, 10:09 PM | #80 | |
Join Date: May 2005
Location: Oxford, UK
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PS: Does anyone please know if it's possible to make custom soundscapes work in standard HL2? I've got them working fine in HL2DM, but when I try exactly the same in HL2 it doesn't work.. Any suggestions please? If not we might just compile it for HL2DM instead.. Last edited by o_caesium; 03-29-2006 at 10:36 PM. |
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