Nexus you ask for shit like this when you do crap like this.
Posts by von*ferret
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kid saved every build lol
gg
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DM_Rebar Beta 5 Release
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Known issues:
- Displacement near truck needs sewing
- Curved stairs texturing is ugly
- Barrels had been planned to stay stuck on the platform for the RPG trap, however in the next version you'll be able to pick them up normaly.
- Some places need new cubemaps
- Clipping on the truck needs to be enhanced
- Sprinting up stairwells causes a bump
- Crane is slightly off
Download:
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http://ferret.hl-nightwatch.net/dm_rebar_b5.zip
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Special Thanks to:
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Wacko
KidDynamite
SonicDm
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I had the platform at first have a button over near the truck that when pushed would drop the platform and the barrels and the RPG. But you cant get the platform to reset so I had to ditch that idea.
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i dig the outside lighting
~looks fetter style with tarky style. I wv that combination so far~~~ I"d add some detail to the dam some how.
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sonic and i had some fun tonight. We decided to prove to you all there ARE physics objects EVERYWHERE and gathered some and put them in the cart. However the car proved to be too small so we moved to the truck. Even the truck couldn't handle the portion of objects we gathered. SO THERE.
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the crane holds the RPG. However with the physics objects as it is on it, when I had the crane moving the constraints acted quite wierd and would start spazzing out after 45 seconds of the level operating. I'll keep playing with the physics but how I have it set up it doens't look there is going to be much hope for that. I understand you want for that, because that was my original plan. For now you'll have to just deal with a platform that moves when jumped on, but the crane wont be tugging the platform anywhere sadly.
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I'm entering and have not started my competition map yet.
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love the flow of the level, but you still need to get more depth in the walls and ceilng.
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i go to school at SCAD for a double major. I'm majorin in both Game design and 3d Animation. I chose to do this because if game design doesn't work out I can fall back on doing animation for film. I can also apply for jobs as a character animator. Game design is more of a little challenge through college. But honestly, if you wnt to get into the industry just go and create some amazing expereiences to show an employee. They'd rather see your work than a line on your resume saying you have a degree. Infact having that line wont get you hired unless you have a portfolio.
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Quote from RabidMonkey
No, I suppose I haven't learned anything regarding lighting in the 3 years I've been mapping. It doesn't have any of the nicer lighting visible because of the new way light_spots work - I assumed that the outer range of the lighting cone would actually cast some level of light onto surfaces when in fact it doesn't do that very well, so I've had to readjust settings on the lights. The compile time takes quite a while so I can't really just do a quick 'recompile and re-screenshot' so I'll get some nicely light-up screenies when I have the time to recompile.
Just figured I'd show progress. This is the WIP section, is it not?
dude calm down. We were pointing out that nothing is being lit. Dont post screenshots of things that aren't lit unless you want the response you got. I understand how it sucks with compiling. It took 15 hours for my fairytale level to compile on an AMD64 fx53 2gigs of ram. Thats not pretty but I still refrained from showing shots of things that were not done or ready to be shown for suggestions.
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Started a 3d Skybox but deleted it because I hated it, will attempt that later.
The pictures came out really dark. Thanks halflife. They are not this dark ingame.
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why is nothing lit up in your pics?
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-Spotslights have been included in the latest built.
-Env_Light will stay the same. I like the dirty feeling. Color will come from the action, spotlights, and players.
-The map is probably not going into the HLDM contest RD. SPeaking of which I'd love to talk to you about entities.
-the Sorroundings are not on display for a reason, they are not done yet. I'm focusing on getting good frame rates with what needs to be in place before sprinkling the building props everyone goes gooey for.
-I'll look into adding grass detail sprites to the dirt, but I dont know how and at this point there are other priorities. But we love the idea and tried it yeterday afternoon real quick.
-This skybox doesn't have a real "sun" location so an env_sun might not be nesc.
-Strat I know it doesn't look complex and uber interesting. But that is kinda the point. The gameplay is intense and different from anything else you're going to find for HL2DM.
-Reno I think you're meaning to say I've been "conservative" with my use of displacement and props. Like I said, i added spotlights I'll try to update the pics sooner or later.
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not entering this map probably.
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have already been done.
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Work in Progress. Adding detail and surrounding environment. Layout 100% done. Item and player placement 50% done.