Q3toWer revised

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
CrinklyArse
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Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

we need to get another tower attempt organised...
(i missed the last one :()
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Survivor
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Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

LEM is not for spamming boxboy. Do that in qwfix
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

im sorry ill get over there now :)
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pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Pretty cool idea for a map. The only thing I saw that needs fixage badly is some of the storefront textures are flipped the wrong way, which reverses the printing on the texture.

You might want to consider scaling down the road texture so the white dotted lines aren't two feet wide. Looks kinda funny. :)

The BFG seems like it might be a little too easy to get...it *is* the BFG, after all...

[Edit: What's up with the BFG ammo? It gives you like 50 shots?!?]
I beat the internet; the end guy is hard.
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Post by Survivor »

pjw wrote:Pretty cool idea for a map. The only thing I saw that needs fixage badly is some of the storefront textures are flipped the wrong way, which reverses the printing on the texture.

You might want to consider scaling down the road texture so the white dotted lines aren't two feet wide. Looks kinda funny. :)

The BFG seems like it might be a little too easy to get...it *is* the BFG, after all...

[Edit: What's up with the BFG ammo? It gives you like 50 shots?!?]
I didn't change to much from the original map texturewise. But i'll look around. Don't think i'll change the road though, it isn't meant as realistic.

The BFG is easy to get but still out of the way, people should have the decency to leave it alone in small games. Anyone who doesn't want it in the map can disable it if they want. Those shots are for tower demolition, don't tell them where they are shhhhhhhh :ninja:
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