Veratil Posted June 10, 2008 Report Share Posted June 10, 2008 Alright then, removed since apparently it's a failed project. Quote Link to comment Share on other sites More sharing options...
e-freak Posted June 10, 2008 Report Share Posted June 10, 2008 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 Quote Link to comment Share on other sites More sharing options...
Veratil Posted June 10, 2008 Author Report Share Posted June 10, 2008 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. Quote Link to comment Share on other sites More sharing options...
Ascard Posted June 10, 2008 Report Share Posted June 10, 2008 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??? Quote Link to comment Share on other sites More sharing options...
Veratil Posted June 10, 2008 Author Report Share Posted June 10, 2008 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. 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. In a chaotic, close combat map are the teleporters any merit anyway??? Haha! Ask Bungie, I'm not sure either. Quote Link to comment Share on other sites More sharing options...
DvS Posted June 11, 2008 Report Share Posted June 11, 2008 Halo port in DoD source :wtf: Why? Quote Link to comment Share on other sites More sharing options...
Veratil Posted June 11, 2008 Author Report Share Posted June 11, 2008 Halo port in DoD source :wtf: Why? It hadn't been done before? It seemed like a good close combat map. Quote Link to comment Share on other sites More sharing options...
Psy Posted June 11, 2008 Report Share Posted June 11, 2008 This will fail. DoDs is supposed to be a tactical team FPS, not a deathmatch. Quote Link to comment Share on other sites More sharing options...
Nurb Posted June 11, 2008 Report Share Posted June 11, 2008 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. Quote Link to comment Share on other sites More sharing options...
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