ShockaPop Posted December 12, 2014 Report Posted December 12, 2014 Been doing some work with Reflex. Its pretty early but I think I finally have a layout I can work with. Do you think Reflex has potential to be something awesome? How's the level editor to work with? I've been wondering about getting it, but not sure yet. Quote
DrywallDreams Posted December 12, 2014 Report Posted December 12, 2014 Been doing some work with Reflex. Its pretty early but I think I finally have a layout I can work with. Do you think Reflex has potential to be something awesome? How's the level editor to work with? I've been wondering about getting it, but not sure yet. I'll answer for him: It's so cool. Already it controls very well and basically feels like Quake 3. It's great. The level editor is pretty much Trenchbroom, it's very nice. Sprony and Castle 2 Quote
Castle Posted December 12, 2014 Report Posted December 12, 2014 (edited) Do you think Reflex has potential to be something awesome? How's the level editor to work with? I've been wondering about getting it, but not sure yet. Reflex has an editor that I highly regard. Its a rare example where someone is actually trying something different in terms of level design. Its very interesting and has a ton of potential in a lot of ways. My current Reflex playlist on YouTube. http://youtu.be/xgSdS8Pg6v8?list=PLZmVk4US70ogWQiTJjid-OoScZ3P39x91 edit: Another Reflex video is going up today and it shows me pretty much rework the entire layout on the same map. A lot of us can relate to the struggle of nailing a good layout for arena 1 v 1. Oh the pain! Edited December 12, 2014 by Castle ShockaPop 1 Quote
rockdude86 Posted December 13, 2014 Report Posted December 13, 2014 having a blast creating these tunnels Vilham, ShockaPop, text_fish and 13 others 16 Quote
RaVaGe Posted December 14, 2014 Report Posted December 14, 2014 Vaya, ESToomere, Bevster and 12 others 15 Quote
Brent610 Posted December 15, 2014 Report Posted December 15, 2014 I've been lurking for months now and have learned a lot from these forums as I worked on my first game. I thought it was time to finally share what I've been working on: Grimoire: Manastorm is a fast-paced multiplayer wizard shooter with some MOBA inspired spells and built in UDK. I've created a imgur album since it seemed excessive to post all 12 screenshots (3 per map) here. http://imgur.com/gallery/YX2bf We are still in closed Alpha but will be moving to Open Alpha as soon as a critical connection bug is fixed (hopefully sometime this week). If the game looks interesting please feel free to sign up on our forums for a key as soon as we move into Open Alpha OR just send me a PM and I will send you one asap. Thanks for being such an awesome community as a total newb to level design this place has been incredibly helpful! Nakroma, FrieChamp and Vaya 3 Quote
ESToomere Posted December 15, 2014 Report Posted December 15, 2014 [....snip...] Editor shot? Fukken noob! TheOnlyDoubleF 1 Quote
JeanPaul Posted December 15, 2014 Report Posted December 15, 2014 How about some gasworks and stalkyard? Brent610, DrywallDreams, tr0nic and 28 others 31 Quote
Spherix Posted December 15, 2014 Report Posted December 15, 2014 I got carried away. FMPONE, El_Exodus, psychickitten and 5 others 8 Quote
El_Exodus Posted December 16, 2014 Report Posted December 16, 2014 Saw that on reddit. Very nice :'D Quote
ESToomere Posted December 16, 2014 Report Posted December 16, 2014 I got carried away. [sweet ass winter dust] Replace the skybox buildings with compounds and mountains and you've got yourself North-Afghanistan. Spherix 1 Quote
Spherix Posted December 17, 2014 Report Posted December 17, 2014 (edited) How would I get rid of these lighting errors? Compile options used for light_exe: -ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file Edited December 17, 2014 by Spherix Quote
text_fish Posted December 17, 2014 Report Posted December 17, 2014 That's odd. What have you changed since your last compile without the errors? Did you collapse any/all of the instances from the Dust2 VMF? Quote
Spherix Posted December 18, 2014 Report Posted December 18, 2014 The second image seems to have a different scale for those texture for some reason (probably the -ohnoyoudidn't- decompile that caused that). So that should be an easy fix. The top building however, the scales, coords etc. all match up. They have a lightmap scale of 8; the textures are stock and I haven't changed those from the original dust2. All the instances should be fine, but I'll have a check once I get home. Quote
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