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Old 11-04-2007, 10:17 PM   #1
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Conc_foamy2

I am making a sequal to my oringinal map

~More jumps

First beta: TBA

And well This is all i know So far 1 jump ready for me to test
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Old 11-05-2007, 01:39 AM   #2
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sweet looking foward to it foamy :P
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Old 11-05-2007, 03:03 AM   #3
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This time make it longer! and harder too if you can
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Old 11-05-2007, 08:40 PM   #4
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I would make it harder if i knew how to make conc reload in the air

You know what i mean?
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Old 11-05-2007, 09:15 PM   #5
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couldn't you make a trigger based entity and tie it to a specific LUA code that will just reload concs and nothing else...has to be a way...
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Old 11-05-2007, 09:51 PM   #6
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I am aiming for 16 Jumps i have the ideas.

If i can get the whole tigger_ff_script thing to work ill add some hard bonus jumps abou 3 or 4 (mayber more or less not sure.)

The bonus are hard rest of the map is more for beginers/intermedite

there are some hard jumps in there.

This is all for now


~foamy
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Old 11-05-2007, 10:36 PM   #7
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Peveiws will be coming soon ill put some screen shots only have 2 jumps done

Just for shit and grins.

So far so good beta is looking to come about in lets say 3 weeks
is first beta.


ill let you know

(if you want to be a part of this send me a pm)

Send it to me when i say i am ready for the beta.

(Who wants to host it on their sever)(this would help)

(If not ill just give you link and do what i did with last map let you beta it your self)

Untill then cya
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Old 11-06-2007, 02:43 PM   #8
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Thinks im hoping to see

Real lights.
No Leaks
Properly done water!

(all that stuff is easy to do) GL foamy
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Old 11-06-2007, 04:16 PM   #9
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ConcHouse can host the beta test if you would like. Just let me (or public_slots_free) know when you would like to do it. GL with the second map!
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Old 11-06-2007, 04:59 PM   #10
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Lights = foamys weakest slink.

No idea how to tie a regular modle to a light. and it takes for ever to do .rad

And how do you do water
foamy needs help
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Old 11-06-2007, 05:09 PM   #11
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create a brush "where you want the water" with texture called "NODRAW" then use the face texture selector and click the top of the NODRAW texture. Look for a water. (make sure it does not say BENEATH IN IT) after u find your texture. apply it to the top. THEN click your entity tool and find a entity called ENV_CUBEMAP place it near the water and go to the properties. there will be an option saying "pick or something like that." click that and then you will get a dropper icon click the top of the water in the 3d CAMERA view. then click ok.
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Old 11-06-2007, 05:43 PM   #12
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Ok thanks now how about lights?
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Old 11-06-2007, 06:35 PM   #13
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Jump one (textures are not finnal just giveing a feel of the map



Jump two^



Jump Three^




End of jump 3 ^




Jump 4 ^









All 4 ^



Jump 5 ^ These textures will change for sure their ugly.

Last edited by foamy; 11-06-2007 at 06:46 PM.
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Old 11-06-2007, 07:09 PM   #14
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nice man!
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Old 11-06-2007, 07:33 PM   #15
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yeh you like it so far?



~Wish list for Conc_foamy2 so far

1)No leaks

2)Real lights

3)More jumps

4)Harder jumps

Anything else ill try adding it

5)Make a secret room.

6)Properly done water.

Last edited by foamy; 11-06-2007 at 07:42 PM.
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Old 11-06-2007, 08:22 PM   #16
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Please, whatever you do, dont rush release another map! Look through the program first and explore all the possibilitys. Put more time on details. If you manage to pull that off, the map will turn out good.
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Old 11-06-2007, 08:26 PM   #17
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Trying to add mountians not working..

It says "node with inbounded volume"

Help?
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Old 11-07-2007, 12:49 AM   #18
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More Jumps done i now have 7 jumps.done out of 16-21
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Old 11-07-2007, 01:31 AM   #19
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Jump 6 ^



Jump 7^




Jump 7 i beleave
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Old 11-07-2007, 01:50 AM   #20
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Lots of ways to do lights heres two ways.

Way one

make a brush browse for a light texture and give front face that texture. Then place a light entity infront of it as well as an env_lightglow.

Way Two

entity tool prop static then browse for a model. do a filter search for "light" at the bottom. Then once you find your light model there will be an option in the properties named collisions or something. Set it to not solid. Then click ok. Place your model wherever throw a light entity infront and a env_lightglow.
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