
Screenshots
Long curves have to be flat in "Q4" - otherwise they cast shadows too 'sophisticated' for most video cards. Byt don't worry - I'll add some details here and there, just don't expect anything spectacular.
The only innovation is a water, which emits sounds when player is moving through a puddle. For the first time in "Q4" :P I've got to check if it works properly on a dedicated server - probably it doesn't
You've got to lower your expectations - this gonna be rather classical map, gameplay wise. "Monsoon", "Phrantic" and "Camping Grounds" mixed together -it's not necessarly gonna be as a good as any of them though ;PI'm looking forward to some innovative gameplay too, so don't let me down Lukin. :P
The only innovation is a water, which emits sounds when player is moving through a puddle. For the first time in "Q4" :P I've got to check if it works properly on a dedicated server - probably it doesn't

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@ Lukin: Looking good with that multi-level space, there..
(I wish I hadn't just ALSO started using the "prison" textures.. )
Did you use multiple triggers for the water sounds? I tried, but it came out weird when you go back and forth.. hardest part for me was making it NOT make sounds when the player stops moving in water.
(I wish I hadn't just ALSO started using the "prison" textures.. )

Did you use multiple triggers for the water sounds? I tried, but it came out weird when you go back and forth.. hardest part for me was making it NOT make sounds when the player stops moving in water.
I'll submit your site for the 'website of the year'-contest. Just class!AceGec3D wrote:[...]
(aceshigh2flyer-btigec.piczo.com)
@Lukin:
Quality stuff as usual. But you should consider making the area in the second shot more appealing. Too bland, flat and greyish if you ask me. Some lights would break this up I suppose. But your work on detail is just high-class.
Yeah, I'm afraid that a lot of submited levels will utilize the textures from 1.3 update. I reserve this blue-green-ice-cryo-or-whatever set for my next mapGODLIKE wrote:@ Lukin: Looking good with that multi-level space, there..
(I wish I hadn't just ALSO started using the "prison" textures.. )

No, I used func_door (a few) with triggerClosed connected to a speaker. TriggerOnOpen would be a bit better probably (both is too much) , but I couldn't remove the noise of the closing doors (now it's "jammed" by the water splash) - s_closed set to null doesn't work properly in a multiplayer mode . It was actually the main problem - some options work, some others don't in Q4's mp, or work only on q4max/listen servers, etc. :icon23: I believe this current setting should be ok, but sill it needs proper testing in the net (for example I've got to check if everything is ok on a tourney with multiple arenas). For now the result is quite satisfying - there is no sound when player stands still, and the projectiles make a noise when shooted into the water. I could make even hitscan weaps do the same, but I'm too lazy :PGODLIKE wrote:Did you use multiple triggers for the water sounds? I tried, but it came out weird when you go back and forth.. hardest part for me was making it NOT make sounds when the player stops moving in water.
Thanks. The second screenshot is the same area as on the first one - I couldn't go crazy with it to keep the rest quite nice and have no fps drops. But I'll check how much more I can do without hurting the performance... Most probably I will just add a dozen decals on the walls.maz0r wrote:@Lukin:
Quality stuff as usual. But you should consider making the area in the second shot more appealing. Too bland, flat and greyish if you ask me. Some lights would break this up I suppose. But your work on detail is just high-class.
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