Tremulous Forum
Media => Map Releases => Topic started by: swamp-cecil on October 05, 2010, 09:01:30 pm
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yeah, i know i suck at mapping but this one was a testmap overboard. tell me feedback likes/dislikes aka small map, but enjoy!
known bugs: humans can build a spawn in the plasmaball section.
http://www.megaupload.com/?d=QCQJE7MA
tell me what you think!
couple screenies:
(http://img812.imageshack.us/img812/1992/shot0005i.jpg)
(http://img829.imageshack.us/img829/7667/shot0006rn.jpg)
(http://img96.imageshack.us/img96/6483/shot0007rd.jpg)
(http://img831.imageshack.us/img831/976/shot0008vh.jpg)
(http://img185.imageshack.us/img185/9052/shot0009ac.jpg)
(http://img835.imageshack.us/img835/6571/shot0010l.jpg)
(http://img826.imageshack.us/img826/740/shot0011co.jpg)
(http://img255.imageshack.us/img255/4148/shot0012z.jpg)
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The blue striped floor is bleh
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The blue striped floor is bleh
should i make an invisible slippery floor with plasma texture underneath or just non-slippery invisible? its supposed to be an electric drawbridge.
also: how do i view an image four times beside eachother in photoshop? i remember doing it once before.
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its supposed to be an electric drawbridge.
While testing you can use 'forceshield' texture from atcs, lol =D
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Or you could do a bunch of strips across, playerclipping the areas not filled, and then make supports. If it's a drawbridge, then just make a func_rotating door with buttons next to it, and team them with a bunch of cylinders that move into supports on the wall. If you need a better explanation, ask, and I'll give you a .map
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Or you could do a bunch of strips across, playerclipping the areas not filled, and then make supports. If it's a drawbridge, then just make a func_rotating door with buttons next to it, and team them with a bunch of cylinders that move into supports on the wall. If you need a better explanation, ask, and I'll give you a .map
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http://www.mediafire.com/?dyrgbsyam48bos8
Just make the floor thingy a func_rotating door and team it with the supports, which should move into the wall/ceiling
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i dont know what most of the shaders in common list do. i know caulk, origin, ladder and slick, the important ones, but what is clip/playerclip?
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Its a brush used to smooth rough surfaces or make an invisible wall like caulk, except it can be shot through.
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Playerclip is an invisible wall in simple terms.
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Player clip - You can shoot through it, but not walk through it.
Metal clip - You can't shoot through it, and not walk through it, plus, there is metalstep sound.
Full clip - You can't shoot through it, and not walk through it.
I belive it's so.
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And, of course, weaponclip can be walked through but it blocks bullets.
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Player clip - You can shoot through it, but not walk through it.
Metal clip - You can't shoot through it, and not walk through it, plus, there is metalstep sound.
Full clip - You can't shoot through it, and not walk through it.
I belive it's so.
then whats the point of full clip when theres caulk?
theres also Botclip.
AND missle clip
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Player clip - You can shoot through it, but not walk through it.
Metal clip - You can't shoot through it, and not walk through it, plus, there is metalstep sound.
Full clip - You can't shoot through it, and not walk through it.
I belive it's so.
then whats the point of full clip when theres caulk?
theres also Botclip.
AND missle clip
Caulk creates a hall of mirrors effect and should never be visible in your map...
All the clips, however, are invisible.
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Player clip - You can shoot through it, but not walk through it.
Metal clip - You can't shoot through it, and not walk through it, plus, there is metalstep sound.
Full clip - You can't shoot through it, and not walk through it.
I belive it's so.
then whats the point of full clip when theres caulk?
theres also Botclip.
AND missle clip
Caulk creates a hall of mirrors effect and should never be visible in your map...
All the clips, however, are invisible.
so, its an invisible wall times two?
well, what do the other clips i mentionned do? im curious plz.
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And, of course, weaponclip can be walked through but it blocks bullets.
Wrong, weapon_clip blocks players and bullets. It is not possible to create a shader that can be walked through yet stops bullets (Believe me, I've tried). Though I'm sure a few small tweaks to the games code would allow it.
Metal_Clip is pointless, it's more appropriate to make the metal itself have that property.
The reason you use clip instead of caulk within the map is because it doesn't block vis, whereas caulk does, which as previously mentioned results in the "Hall of Mirrors" effect.
Bot_clip and Missile_clip are for Quake 3.
In regards to the actual topic (The map); You need to work on detailing and making it less blocky. You should have worked on it some more before release, remember the "Random Dev Shots" thread is there for you to get C&C.
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Metal_Clip is pointless, it's more appropriate to make the metal itself have that property.
That is not entirely correct, e.g. in vega I metalclipped the stairs and the walkbridges because it
is rather complicated brushwork and I still wanted to have it sound like metal without having
to create a million new shaders.