
Now adding some serif styled supports, to break up the "generated" look a little bit.

[lvlshot]http://sst13.de/wip/head27.jpg[/lvlshot]
[lvlshot]http://sst13.de/wip/head28.jpg[/lvlshot]
Hehe Serifs are neat, and as a result, your architecture looks neatsst13 wrote:Now adding some serif styled supports, to break up the "generated" look a little bit.
Code: Select all
classname trigger_always
spawnflags 1
targetShaderName rocketExplosion
targetShaderNewName textures/13cube/_rocketexplosion
Wow, now I understandsst13 wrote:There's a shader remap function in Q3.
For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker.
I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip
Amazing work cityy. Love that architecture! Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...cityy wrote:My long time burden Ragnarok got released on QuakeLive yesterday. If you have a free minute check it out!
Phantazm11 wrote:Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before...
Yes, they should be!!!Obsidian wrote:Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told.