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[DoD:S] dod_orange_chiron_tl34

  • Veratil
  • June 10, 2008 at 10:48 PM
  • Veratil
    • June 10, 2008 at 10:48 PM
    • #1

    Alright then, removed since apparently it's a failed project.

  • e-freak
    • June 10, 2008 at 11:08 PM
    • #2

    Get this straight: You neither designed the Layout, nor did you texture anything, nor did you use a lightsource or closed all leaks, you built invisible jumppads? Sounds like...

    Fail

  • Veratil
    • June 10, 2008 at 11:14 PM
    • #3
    Quote from e-freak

    Get this straight: You neither designed the Layout, nor did you texture anything, nor did you use a lightsource or closed all leaks, you built invisible jumppads? Sounds like...Fail

    Ok, so I didn't design the layout. 1 point taken away. I give credit to Bungie in the map itself though.

    I didn't add lights because that's more toward the next step of texturing it, which I'd like to know if it's worth my time to texture it. If the map doesn't work in the DoD:S game like it does in Halo, then I wasted my time going through texturing it all. I'd rather see how it plays this way before that.

    What leaks are you refering to?

    There is one jump pad to keep the level flowing like it should.

  • Ascard
    • June 10, 2008 at 11:44 PM
    • #4

    I'm not a source developer, but I wonder is it possible to teleport to your destination with a vertical offset so that you can't tele straight into another player but just arrive then fall, and also add a cool down to your portals to stop multiple ppl using them together.

    Adding lighting would definitly make the level more playable, without breaking up the geometry with textures and or lighting its going to be really hard for ppl to play test or provide aesthetic feedback, lights would be quicker

    In a chaotic, close combat map are the teleporters any merit anyway???

  • Veratil
    • June 10, 2008 at 11:54 PM
    • #5
    Quote from Ascard

    I'm not a source developer, but I wonder is it possible to teleport to your destination with a vertical offset so that you can't tele straight into another player but just arrive then fall, and also add a cool down to your portals to stop multiple ppl using them together.

    Very true, it is possible. I wanted to do as close to the original as possible though. Down time could be possible, but at the same time if a person just stood there the down time would mean nothing really. I suppose I could do the solution that Halo did, which is if someone is blocking the teleporter they are given about 4 to 5 seconds and then are telefragged. I didn't really think of that honestly. Heh.

    Quote from Ascard

    Adding lighting would definitly make the level more playable, without breaking up the geometry with textures and or lighting its going to be really hard for ppl to play test or provide aesthetic feedback, lights would be quicker

    I suppose, the majority of orange maps I've seen don't have any type of lights that I've seen though. The play test I'm looking for is more along the lines of is does the map work with DoDS, or is this a map that might not work with the way DoDS plays.

    Quote from Ascard

    In a chaotic, close combat map are the teleporters any merit anyway???

    Haha! Ask Bungie, I'm not sure either.

  • DvS
    • June 11, 2008 at 1:23 AM
    • #6

    Halo port in DoD source :wtf:

    Why?

  • Veratil
    • June 11, 2008 at 7:19 AM
    • #7
    Quote from DvS

    Halo port in DoD source :wtf: Why?

    It hadn't been done before? It seemed like a good close combat map.

  • Psy
    • June 11, 2008 at 9:48 AM
    • #8

    This will fail. DoDs is supposed to be a tactical team FPS, not a deathmatch.

  • Nurb
    • June 11, 2008 at 10:55 AM
    • #9

    Often when something hasn't been done before there is a reason for it

    The leveldesign should always complement the core gameplay. You can successfully port a map from for example Quake 4 to UT3 with some modifications since the core gameplay is similiar in those two games. But when the two games have completely different core gameplay the port becomes a joke rather than something serious, like a youtube clip I saw of Super Mario as a HL2 map ^^. On the other hand, a port is never serious leveldesign, though it can be made as a tribute to the original leveldesigner or a service to the community if a specific map have been requested for different game than it was intended for.

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