07-04-2005, 04:51 AM | #101 |
Join Date: Jun 2005
Location: Saskatchewan
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yah but its pretty hard to climb up a latter with no hands as your shooting with a shotgun (which requires 2 hands) or tossing nades up while moving (well sure i could do that but im a Legend)
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07-04-2005, 06:26 AM | #102 |
Join Date: Jun 2005
Location: Saskatchewan
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me again i dont know which model you have for an APC but it looked ugly thats all i can remember.
i was just looking through my props as i dont know where anything good is. and i stumbled across this one. if i were to contribute anything to this map i would strongly agree this would have to be it. models/props/de_piranesi/pi_apc.mdl hope you feel the same way with me on this one. would like to see a comparison before and after screen even and let the people decide which is better. |
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07-04-2005, 08:10 AM | #103 |
Join Date: Jan 2005
Location: Aotearoa, New Zealand
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dude you should really use the edit button
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07-04-2005, 10:28 AM | #104 |
Join Date: Jun 2005
Location: Carlisle, UK
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Yeah, edit is a handy feature :P
I wasn't happy with the APC model, I was using props_vehicles/apc model and I knew it wasn't the one I wanted. I knew there was another one because I made it driveable in another mod. I've just put the Piranesi one in and it looks 10x better. Not showing any pics yet as I'm redoing that area. Glad to see everyone is with me on the anti-ladder campaign. There's no elevators, they wouldn't "fit" in a ruined city, they would be the first things to break, so its all stairs of various shapes. Spiral staircase took ages to get right. Edit: <<< The stairs instead on ladders are in this style, makes use of displacements and looks better. I just like the sun effect too much, who needs HDR!. Have also widened that building as well, no longer thin and skinny. |
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07-04-2005, 11:51 AM | #105 |
Join Date: Mar 2005
Location: Europe
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The sun is very nice . But I think, with a sun like that anyway, that the shadows would be sharper.
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07-04-2005, 12:10 PM | #106 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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wow... /me drools
with sun like that, people can use it to their advantage like if you stuck a sentry up there, it would be rather hard to see im guessing? |
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07-04-2005, 02:38 PM | #107 |
Join Date: Dec 2004
Location: Melbourne
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nice~
Sun shouldn't pose too much of a prob. |
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07-04-2005, 03:30 PM | #108 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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na its a good thing, the sun was used to impare the enemy's vision like this in the battle of britain in WWII
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07-04-2005, 03:50 PM | #109 |
Join Date: Jun 2005
Location: Carlisle, UK
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It may hide things for one team, but on the other team they will be visible. But in other places they wont. It balances out. Both teams will have areas where SG's will be in the sun.
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07-04-2005, 08:34 PM | #110 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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It looks cool and all, but I'd definitely scale back that sun glare. Check out the CS:S maps and you'll notice that none of them have glare in places that matter
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07-04-2005, 08:46 PM | #111 |
Join Date: Jun 2005
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and youd need 2 suns to make it fair ?
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07-04-2005, 09:02 PM | #112 |
Join Date: Jun 2005
Location: Saskatchewan
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who needs an edit button
yah my bad on some of them but by the time i realised it wouldnt have made much of a point changing. thats why they stay. 2 sons. what are we on Tattuni or one of those other starwars planets. who needs fair SUN glances. let the man do what he wants on his map. lol he is doing a good job and putting in my APC. |
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07-05-2005, 06:47 AM | #113 |
Join Date: Jun 2005
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yes hes doing a great job, im just worried that the sunglare, unless positioned in the rigt place, would give a massive benefit to the one team who dont have to play into the glare, thereby ruining the map ?!
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07-05-2005, 04:14 PM | #114 |
Join Date: Jun 2005
Location: Carlisle, UK
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No one is looking into the sun directly running into the cap points. It doesn't really affect it to be honest, I've made the screenshots deliberatly show it by crouching and getting into odd places to let it shine through. When your playing and running around you hardly notice it.
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07-05-2005, 05:31 PM | #115 |
Join Date: Dec 2004
Location: Melbourne
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What size is it
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07-05-2005, 06:55 PM | #116 |
Join Date: Jun 2005
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in that case thats superb and you should carry on
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07-05-2005, 07:34 PM | #117 |
Join Date: Feb 2005
Location: Tennessee
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release those textures please!!!!
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07-05-2005, 09:54 PM | #118 | |
Join Date: Jun 2005
Location: Saskatchewan
Posts Rated Helpful 0 Times
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Quote:
but if you want just the textures fine. better be good at playing the waiting game. |
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07-06-2005, 01:43 AM | #119 |
Join Date: Jun 2005
Location: Saskatchewan
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did you say that you made a movable apc before.
im lookign at doing a map similar to the famous De_Jeepathon2k style. problem is the only tutorial i found was for http://forum.interlopers.net/viewtopic.php?t=1995 when i went ingame to try otu that one i noticed youc ouldnt get inside and drive it. it was more or less a remotecontrol. you would push button then stear around (standing there) while the car would drive around. Nothing like De_Jeepathon2k way of driving. Anyone know how to do things like that? Tutorials or even if you send me a VMF and i could copy it id give good refrence to them on my map (if any one would ever play) |
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07-06-2005, 06:05 AM | #120 |
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
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I created my own mod and coded it in for fun.
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