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Posted: Thu Nov 17, 2005 8:39 pm
by neh
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
Posted: Thu Nov 17, 2005 8:50 pm
by jester!
I wish I didnt have to work and could just test Q4 stuff all day.
Ill take a look tonight.
Posted: Thu Nov 17, 2005 9:03 pm
by Kiltron
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.
Posted: Thu Nov 17, 2005 9:06 pm
by rgoer
map is looking cool, not so much a fan of these though
Posted: Thu Nov 17, 2005 9:40 pm
by R00k
Why not, they look like your icon!
I think he should write btw cocks on the base of the horns.
Posted: Thu Nov 17, 2005 10:44 pm
by MKJ
wheres that green haze coming from? it looks like a nebula :icon14:
Posted: Thu Nov 17, 2005 10:54 pm
by jayP.lq
I like those horns
gives that middle part an interesting space age, primative feel.
PS: I second ROOKs suggestion

Nice
Posted: Fri Nov 18, 2005 12:58 am
by Cyper
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.
Posted: Fri Nov 18, 2005 1:19 am
by Drön
i think its great o'dium, cant wait till its finished!!
Posted: Fri Nov 18, 2005 8:32 am
by o'dium
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.
BTW Cocks is now an easter egg.

Posted: Fri Nov 18, 2005 8:34 am
by o'dium
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...
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_strogg.jpg[/lvlshot]
Posted: Fri Nov 18, 2005 8:39 am
by o'dium
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.
Posted: Fri Nov 18, 2005 10:15 am
by Aquashark
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
Posted: Fri Nov 18, 2005 7:28 pm
by o'dium
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?
Posted: Fri Nov 18, 2005 7:30 pm
by Foo
Same guy who told you to ignore the whiners in your Dm6 thread.
Oh sweet irony.
Posted: Fri Nov 18, 2005 7:46 pm
by Tormentius
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.
Posted: Fri Nov 18, 2005 11:06 pm
by Kiltron
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.

Posted: Fri Nov 18, 2005 11:27 pm
by o'dium
Skies will come last.
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.
Posted: Fri Nov 18, 2005 11:31 pm
by o'dium
Ignore lighting/shadowing, just added it quickly to that position to test the flow. Works fine.
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_rail.jpg[/lvlshot]
Posted: Fri Nov 18, 2005 11:59 pm
by Guest
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.
Posted: Sat Nov 19, 2005 12:52 am
by seza
I'm an idiot.
Posted: Sat Nov 19, 2005 9:54 am
by o'dium
seza wrote:o'dium wrote:Ignore lighting/shadowing, just added it quickly to that position to test the flow. Works fine.
[lvlshot]http://www.quake2evolved.com/odium/odq4ctf1_beta_rail.jpg[/lvlshot]
the lighting and shadowing in your map is AWEFUL JEEZ'US CHRIST. i hope you fix it asap or i have a good mind to still not download it
Wow, you mean a map with a single sky light and a full ambient light sucks. Thanks man, I shall use this input to never lsiten to you in future.
Posted: Sat Nov 19, 2005 7:55 pm
by o'dium
Bollocks...
Just tried some skies out, got some cool looking skies, even made new models and all sorts of effects, and then...
Boom...
I remember you cant have more than one sky box... Fuck. Heh.
Posted: Sat Nov 19, 2005 10:56 pm
by MKJ
you cant have multiple skyboxes? hows that?
Posted: Sun Nov 20, 2005 1:47 am
by Kiltron
You can have multiple skyboxes, just not multiple skyportals.