mazemaster Posted January 12, 2005 Author Report Posted January 12, 2005 Uhm dammit. The compile finished and theres a glaring error - I made a layout change but forgot to update the vis geometry. Playtest called off until I fix it and get another recompile, which probably means tomorrow night. I'll have to ship the map 2nd day air then but thats OK. Quote
Izuno Posted January 12, 2005 Report Posted January 12, 2005 sorry to hear you had a problem at the last minute. looks promising for sure. good luck on the submission to valve. it really does remind me of that area of the game when you have the car along the coast. Quote
mazemaster Posted January 12, 2005 Author Report Posted January 12, 2005 I live like 20 mins drive from their offices. And I'm willing to ship the package next-day-air or second-day air if it comes to that. Heh, a bit of an advantage over all yall overseas folks. But then again, I didn't get started until after christmas so maybe it evens out. Quote
xempest Posted January 12, 2005 Report Posted January 12, 2005 20 minute drive? Why don't you... go drop it in their mailbox. Quote
mazemaster Posted January 13, 2005 Author Report Posted January 13, 2005 http://knd.org.uk/files/dm_island17_beta4.zip Unfortunately I only had time for a -fast vis. Well on my computer at least it runs faster than dm_lockdown without anyone else playing, so we will see.. Quote
KidDynamite Posted January 13, 2005 Report Posted January 13, 2005 that looks really cool, i like the setting of the whole concept. *thumbs up* *downloads* Side Note/Question: Where you located in WA mazemaster? I'm currently outside of Portland, OR. Always like to find out all the locals Quote
von*ferret Posted January 13, 2005 Report Posted January 13, 2005 on the grass coming out of the concrete. I dont like it, it does happen, but I dont like it. My opinion thats all. Quote
mazemaster Posted January 13, 2005 Author Report Posted January 13, 2005 Wow, awesome. I've fixed about half of those things instantly after looking at the photos and will fix the rest soon. Thanks! Quote
von*ferret Posted January 13, 2005 Report Posted January 13, 2005 tell me whe you're done with the pics so I can take them off of my webspace Quote
venomus Posted January 13, 2005 Report Posted January 13, 2005 First off here are some obvious visual glitches: (this one was flashing in and out quite badly as you move around it) Is the gap down the center supposed to be there? And as for the floating polygon, do you have the model the wrong way around? I noticed you used a trigger_teleport to handle objects that get thrown out to sea. This is an ok system but it needs a few tweaks. First of all it looks a bit strange to see objects spring back to land immediately after they hit the water. There is movement interpolation which makes the teleporting objects look like they are flying really fast. One solution might be to first teleport the objects to a room underneath the map, then teleport them back to the map afterwards. The interpolation would still be there but you wouldn't see it because the objects would come from below. Also some of the teleport destinations seem a bit badly chosen, one of them was near the hev charger which is a bit out of the way, and another one was near a cliff edge. This resulted in a hilarious loop of barrels getting teleported only to roll back off the cliff into the sea. You can read my tutorial about respawning props hereeven though you might not need to use it in this map. Quote
mazemaster Posted January 14, 2005 Author Report Posted January 14, 2005 Venemous, you are a god for making that tutorial. Ive been trying to get respawning to work for the longest time. Quote
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