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Old 12-07-2006, 04:10 PM   #201
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These screenshots are both from the second section:





I'd have more but I was trying some things out and they fuxored a lot of the map
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Old 12-07-2006, 05:43 PM   #202
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I like the sand-covered floors.
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Old 12-07-2006, 06:50 PM   #203
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I hope those sand covered floors are player clipped. Otherwise it will be a sever impedance to bunny hopping
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Old 12-07-2006, 08:48 PM   #204
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Quote:
Originally Posted by tyrus
I hope those sand covered floors are player clipped. Otherwise it will be a sevear impedance to bunny hopping
I dont think so personally, as all bunny hopping in FF will be is spamming space bar so you should be ok
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Old 12-07-2006, 08:49 PM   #205
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They said it was alot easier to get the timing for bhop so I don't think it would really matter.

You press the jump button too early, it still jumps as soon as you touch the ground. So yeah, I don't see the problem with unclipped displacements.
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Old 12-07-2006, 09:25 PM   #206
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Yeah, don't worry about that.
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Old 12-08-2006, 06:21 AM   #207
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That would suck, i hope it requires even some kind of timing
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Old 12-08-2006, 06:25 AM   #208
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Quote:
Originally Posted by rizzo
That would suck, i hope it requires even some kind of timing
Putting the game on a level playing field so scripting people don't have a huge advantage, like they do in most games i think is a really good thing. If that sucks to you then get your head examined
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Old 12-08-2006, 06:29 AM   #209
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Dont get me wrong, atleast in my opinion it should require some kind of skill (as it does in tfc no, script or not). We'll see when it comes out

Ive heard that movement is really good from few testers so no worries
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Old 12-08-2006, 09:03 AM   #210
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Yeah the skill comes in the shape of strafing, surely you should know that :P
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Old 12-08-2006, 02:48 PM   #211
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WTF is with the gimped HDR in HL2:DM?

It works... kinda... but it screws with a lot of textures and cubemaps. Like everything gets all glassy and shiny.
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Old 12-09-2006, 02:56 AM   #212
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...which is a shame 'cause it looks so good. The first shot is from right next to the first cap point. The second shot is of the elevator in the third section just as it's going down. You can see the screwy cubemaps here.



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Old 12-09-2006, 03:24 AM   #213
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Old 12-09-2006, 03:39 AM   #214
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Quote:
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Sexy.
I couldn't have said it better myself.
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Old 12-09-2006, 05:48 AM   #215
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I keep asking myself how you guys are soo good at mapping, but I fail to realize, that its because, you actually map! I need to get my butt in gear, get some motivation, for fucks sake!
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Old 12-09-2006, 08:36 AM   #216
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Looking good, i love seeing updates on this map, maybe use more vaiety of textures on that surrounding building tho, give the pillars a different texture or something. More trim maybe?
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Old 12-09-2006, 01:36 PM   #217
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Quote:
Originally Posted by BumGravy
Looking good, i love seeing updates on this map, maybe use more vaiety of textures on that surrounding building tho, give the pillars a different texture or something. More trim maybe?
you forgot
"rock music and abig bag of weed"
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Old 12-09-2006, 05:01 PM   #218
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that's nice but the white hot reflections/cubemaps on the ground are killing my eyes
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Old 12-09-2006, 05:59 PM   #219
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[THIS IS PHOTOSHOPPED BY ME]

i hope your ultimate goal is to make it look something like that
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Old 12-09-2006, 08:17 PM   #220
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how's the cactus model going? or was it finished a long time ago?
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