o'dium wrote:
I was thinking about that very back jump pad, too. What about if i removed that one that takes you up to the top, and replaced it with a railgun style platform like in vortex? That may work.
aye - very vortex but it would be fun as hell in a busy scrimmage - diverts attention from just defending the flag to also needing to defend the rail ledge -
all just my feedback though, gather more and take it all into account
You could decompile the original TA version of The Fallen Shrine II and check out how I set up the triggers and sounds for when you warp through the portals. This had the same thing you're aiming for at playing a custom sound as you warp through. I'm not too fond of Q4's warping sound, it's kind of dull and doesn't really make you feel like anything happened.
In short, you need to place the speaker entity that gets triggered in the area you have warped to, and not next to trigger that warps you there or you don't hear it play completely.
Game development is the art of illusion, not perfection! - Thearrel 'Kiltron' McKinney
The map look's very slick. Havn't really tried it yet ingame, will do that when I get the time, but from the shot it looks great. Howerver, like someone else said, the metal/concrete horn things look awkward. Not commenting on the middle section you just showed, as you said it's not finished, but even on the base section the horns look awkward. Though I can't suggest what would look better, not a mapper myself.
There was originally 3 horns either side of the mega health nest (Which can only be picked up by either a) rocket jumping up or b) using the 2 quite long winded jump pads, both ways leaving you open to damage for a few seconds. Risk etc)., but I thought no because that would be pushing it. I'm not 100% a fan of them myself, i must say, so anybody can can come up with something better, shoot.
Oh and just so you know, both bases support an orange or green nebula, thus the base is kinda lit up like the colour of the team.
I'm having a bit of trouble with the particles ATM though, i.e. the strogg tele. It seems to work fine, but the colour, even though set to orange, will NOT stay orange, but has a few green spots... I really cant understand why...
Working until about 7 tonight, so i wont really get chance to play with it until later on. I think I'll add tha rail platforms then, love that idea, and then see if any of you guys have come up with some decent ideas for the horns.
Also, on the sound front, it was fixed ages ago. Q4 tele sounds play by theirself, and although they are not amazing, they will do for me.
odium please for the love of god: get rid of the shitty skybox.. put it black like q3 space maps. stars look shitty (16 bit i guess) and distracting
Note that the name of the show is "Trippin'" and not "Tripping" because the addition of the letter "g" would not be consistent with the views of MTV's urban youth demographic who tend to frown upon linguistic formalities such as proper enunciation. I mean, proper 'nunciation, yo!
-- maddox
Aquashark wrote:odium please for the love of god: get rid of the shitty skybox.. put it black like q3 space maps. stars look shitty (16 bit i guess) and distracting
Wow, here come the people who cant read agian.
What are you gonna moan about next? The middle base isn't finished?
Aquashark wrote:odium please for the love of god: get rid of the shitty skybox.. put it black like q3 space maps. stars look shitty (16 bit i guess) and distracting
Its a new graphics engine designed to look decent. O'dium's idea for team coloured nebula's will look a hell of a lot better than a plain black box.
Team nebula's are cool. I did that with my last map. Though what would be really cool is if the team's nebula skies were done in skyportals where the shit would move about. For example, like the vortex's you see in The Fallen Shrine III when you go through the team portals to the center area, having them swirl like a tunnel, or having the nebula's or planets move about. Similar to this UT map I remember, but the name of it escapes me atm. That would be good.
Game development is the art of illusion, not perfection! - Thearrel 'Kiltron' McKinney
Anyways, still working on it. The back rail ledge is done now, i cant post a beta, i'm bloody knackered from working all day and i dont have the time ATM sorry guys, will do tomorrow. Glad i added it however, it really does feel like the old vortex now for some reason, heh.
Odium - sorry to the trolling earlier, this map is looking really cool actually.
In all honesty, I'm glad you put dm 6 on the back burner because I'd rather have this.