dm_veikko

Reveal what you have made so far and get feedback on development.

Postby ishbog on Thu May 05, 2005 3:32 am

which hall? all of them? i see what you mean, good suggestion.
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Postby HybridFlash on Thu May 05, 2005 3:49 am

ishbog wrote:out of place? how so? its a big, abandoned, industrial warehouse lab thing. the flippin toll booth is covered in debris from some sort of cave-in. old, wrecked cars out of place? i think not. besides, show me some car models that look relatively new, eh?

as for going to valve,
http://forum.interlopers.net/viewtopic. ... 91&start=0
about 2/3 down the page, detailed description.

edit: the map i was talking about jess cliffe making while i was there -- is dm_runoff!


Lucky bastard, I'd like to visit ValvE. Well I said that they look out of place because an abandoned complex doesnt really have ALL of its lights on bright.
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Postby ishbog on Thu May 05, 2005 4:02 am

waaait, what does that have to do with the cars? lol! in the beginning, i had several lights flickering, etc, but the fps went \/ \/ \/ HARDCORE. i disabled them and gained 20+fps. as you may notice, if you do choose to play the provided bsp, your comment is quite not the case. and they arent all on bright.. lol. several rooms depend on environmental light alone for lighting.

ahhh, wouldn't you like to? im sure everyone would... im just a lucky.. no, im not lucky. im smart. yeahhh... all i had to do was take initiative, and BAM! im at ValvE!
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Postby matteh on Thu May 05, 2005 12:26 pm

Right, Just had a play on this, and its very good. Except a few things:

-The little bridges over the toxic waste could definatly be better.

-The ramps should be made into steps. the ramps look too half life-ish.

-The fire trap wheel rotates the wrong way

-The RPG is far too easy to get

-I still think the better guns should have there ammo spread away from each other.

-The lift is a nice idea, but slows gameplay down. Consider reworking that bit. If you decided to keep the elevator, make sure you retexture the button outside of it.

-Some of the combine metal textures didnt seem to fit well with the theme. consider maybe changing them.

These, of course, are my opinions. Choose to ignore them if you want.

Oh, and I like the 'wear your respirator' sign in the toilet ;)
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Postby ishbog on Thu May 05, 2005 1:27 pm

lol, yeah. good times.

aye, thanks for suggestions. thats the kind of thing i really need. what do you think of the combine light in the bathroom? g2g
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Postby matteh on Thu May 05, 2005 9:05 pm

ishbog wrote: what do you think of the combine light in the bathroom? g2g


good. fitted in well.
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Postby Cr4ig on Fri May 06, 2005 7:04 pm

Looks quite nice, lower you avatar width.
Image
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Postby ishbog on Fri May 06, 2005 9:58 pm

*done*
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Postby ishbog on Sat May 07, 2005 8:46 pm

kk, new screens and bsp today. many improvements: asthetics, some atmosphere, 3d skybox with sunglare and citadel, unseen player clipping making getting around easier, etc. at this point, its about 95% done, so please play the bsp and tell me anything that needs to change.

i still need to re-skin the elevator button, i know that much. THANKS!

bsp: http://www.freepgs.com/ishbog/veikko/dm_veikko.rar

screens:

Image
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Image
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Postby Saltnut on Sat May 07, 2005 9:11 pm

Cool map thou!! :shock:
yes iam impressed...
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Postby ishbog on Sun May 08, 2005 12:49 am

yes, i would too. BUT, the grass sprites are completely random for every compile. ive had good sprites, and like this compile, very very bad sprites. its good when there are decently large sprites near the middle-end of the tunnel, for some possibly interesting gameplay, but unfortunately, i have no control over that. cross your fingers for the next compile!



before i call this map complete, i must playtest it again. i did a beta test at a LAN, and got about 7 people playing at the same time. due to that, i added the entire lower section (parking garage and kitchen area). this has not yet been playtested. anyone know of a dm server that would host my map for a test? or of any LAN partys in the state of washington, lol?
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Postby ishbog on Mon May 09, 2005 2:47 pm

the pipe isnt a prop, its world brushes. the texture makes sprites.
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Postby ishbog on Tue May 10, 2005 3:12 pm

way beyond me, m8
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Postby ishbog on Wed May 11, 2005 3:20 pm

aye, ill get that for you. or you could write a tut, lol. thing is, sometimes, it looks REALLY good in that tunnel. is there a way to control where the sprites are? that would work well.
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Postby ishbog on Wed May 11, 2005 3:50 pm

yeh, where is that grass model? im at school, so i cant look for the texture, but next time i get the chance... that sounds like the best bet.
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