Tremulous Forum
Media => Map Releases => Topic started by: DIGI_Byte on August 03, 2006, 11:54:34 pm
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YAY!! its awsome!!
this map is a great play and if you work as a team you can get an almost perfect base in the centre
humans on S2 with jetpacks will win if bugs on S1 stuff up and give the humans an route from there base to the humans...
i need to remove unused textures in my map. how do you do that if theres over 1000 textures. is it done automatically when i bsp'd it?
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The idea is to make the topic , once u have something to show , not just ''Screenshots soon!!!''
Lots of tunnels and passages are good. so is lots of places to build bases. Have u optimised it yet? IE Detail brushes , caulk , player clipped it etc ?
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yes there are two tunnels that go directly to the alien to human base, one air vent and the ceiling above the human base that gives way beneath you.
textures? yes they are done its chalked and ready for basic testing i was worried that it was to big for the models but now i think it kight be a tight squeeze in some areas
above is a screen shot of the area above the human base
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That screen shows nothing except 3 different textures. What are we supposed to see there?
Now please dont say we have to search for your hidden tunnels in that pic *G*
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There FIve texture!! and the hidden doors are those patches. if you walk on them the door moves away REALLY fast and you fall if you not prepared... its a good place to set up a base and assualt the human base very quickly
i just noticed that the fith one isn't showing there
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wow I can see now how much it's like atcs.....
*Goes to grab a brick to introduce to a certain posters head*
First off: the area is really bland. I mean yeah simple is good but there is such a thing as too simple.
Secondly: two different textures for walls, add a support/trim to hide the transition of one texture into another.
Third....what's the point of texturing the patches different than the floor? It really doesn't make any sense other than to point out 'don't stand here', also as a node, since they're liekly flush with the surrounding brushes you're likely going to get a texture overlap effect unless the door is going to move straight down.
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wow I can see now how much it's like atcs.....
*Goes to grab a brick to introduce to a certain posters head*
First off: the area is really bland. I mean yeah simple is good but there is such a thing as too simple.
Secondly: two different textures for walls, add a support/trim to hide the transition of one texture into another.
Third....what's the point of texturing the patches different than the floor? It really doesn't make any sense other than to point out 'don't stand here', also as a node, since they're liekly flush with the surrounding brushes you're likely going to get a texture overlap effect unless the door is going to move straight down.
you don't think i kow that shit i know that stuf and you would WANT to walk on them next time play it before you dis it
*read before posting, i learnt that*
and i made them almost seamless the only way you could tell them apart is to be a dretch and look very carefully
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dude, thats just a floor on the screenshot, even i can draw that in gtkradiant...
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It looks like one of CataClaw's maps!~~
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Impressive
Danny
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any ideas and welcome
trims and texture fixing is later the lighting is going to be great
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Just a quick question...
Who cares about the light? No one I know is actually playing with shadows or dark corners.
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Just a quick question...
Who cares about the light? No one I know is actually playing with shadows or dark corners.
clearly 2 things
1 you have never made a map before
or
2 your maps suck
lighting is important. it sets mood, dimension and it help with the game.
if there are no lights in a map its very plain and boring
ask and map pro, lighting is important!!
:advmarauder:
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Looks nice, but how big it is? Can't get an idea of the scale without a human/alien model in there.
Will a you release the beta (probably more like alpha.. but oh well..) any soon?
[And post new updates as "new posts", it makes it easy to track which comments make reference to certain updates :)]
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alpha will be out once i figure out how to get the texture woking in trem mode and redo the alien base.
see the first picture on the thread, there's one problem
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You got that one right, I never made a map in my life...
I've just been playing FPS since they became (must be around 15 years now) available and I never gave anything to lighting...
No one likes dark corners in which enemies can hide, guess that's why every FPS-game has some options to disable all the work you try to do.
I play to have fun and not to admire the lighting.
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You've got two possible routes:
1. Take the advice given a thousand times: start reading and learning.
2. Give up and be gone.
*Votes for option 2*
Danny
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go away digi_byte just go away
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Why?
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Megabite"]You've got two possible routes:
1. Take the advice given a thousand times: start reading and learning.
2. Give up and be gone.
*Votes for option 2*
Danny
I AM READING!! But nothing is helping me as the stuff im reading is off subject or theres nothing for a problem
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DUN DUN DUN DOUBLE Post!
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DUN DUN DUN DOUBLE Post!
i asked one question and quoted the other
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they are still 2 posts. and WTF u registered 2 months after me. and u have more posts than me.and the thing is. Everysingle post is Spam.u know i found a quote on BASH org about u
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they are still 2 posts. and WTF u registered 2 months after me. and u have more posts than me.and the thing is. Everysingle post is Spam.u know i found a quote on BASH org about u
test
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they are still 2 posts. and WTF u registered 2 months after me. and u have more posts than me.and the thing is. Everysingle post is Spam.u know i found a quote on BASH org about u
as long as my name is spelt right and its about ME and not some other digi loser (i found out digi is a popular name)
i think im the only one in caps
DIGI
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they are still 2 posts. and WTF u registered 2 months after me. and u have more posts than me.and the thing is. Everysingle post is Spam.u know i found a quote on BASH org about u
test
Subject: 'Forum Quote Test'
Statis: Succesful
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signature test
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You got that one right, I never made a map in my life...
I've just been playing FPS since they became (must be around 15 years now) available and I never gave anything to lighting...
No one likes dark corners in which enemies can hide, guess that's why every FPS-game has some options to disable all the work you try to do.
I play to have fun and not to admire the lighting.
Lighting here mean lightmaps.
A map withouth lightmaps is fullbright everywhere. Is not easy on the eye and as been reported here, looks bland. You absolutelly dont want to play that!. Is horrible and disgusting.
Good lighting make textures look better, and architecture become logical. Withouth lighting too much detail are fighting for your eyes so the important information are hidden.
Light and shadows contrast is what add the 3d to things (shadowing)
Try to imagine this draw withouth shadows:
(http://www.fundacionverbum.org/JeroTemp/%C3%81lbumes/Dibujos/Dibujos/Hombre.gif)
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rather than adding light entity
you should use light shaders
they look 10x cooler & realistic
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is there an easy way to collect the textures you used in the map?
if not i would have to go through atleast 1000 textures before i can find the first one i used and i might delete one that i need...