Tremulous Forum
Media => Map Releases => Topic started by: Lava Croft on August 24, 2006, 12:52:40 am
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Fuck me, I forgot to rename 'sound' to 'sokolov', sigh.
Get fixed 1.1 here (http://trem.maci.ws/lava2/files/map-sokolov-1.1.pk3).
Remove map-sokolov-1.0.pk3
Sorry for the retarded mistake. :oops:
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Finally, after more than 7 months of screwing around, I am proud to release Sokolov's Space 1.0. This will be the last release before Tremulous 1.2 is let loose on the public. I hope you will enjoy the map as much as I had trouble making it.
A readme is still missing, but will be included once Tremulous 1.2 is released. That said, I want to use this space to name a few people without whom I could never have made Sokolov's Space into what it is today:
jhaa: Thank you so much for your awesome Steam Engine model.
vcxzet: Thank you for your awesome Steam Engine skin.
jex: Thank you for all the kickass textures you made (for me).
I <3 you.
Get the 18mb map here (http://trem.maci.ws/lava2/files/map-sokolov-1.0.pk3).
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Oh noes! Peer pressure made me release another version of Sokolov's Space! I am so close to finish I'm already totally bored of this project! Please report _every_ bug you find to this thread, #satgnu on QuakeNet IRC, or, if you really have no other option, lava dot croft at trioptimum dot com. Probably one of many thank you's, but I want to thank everyone who has helped me get this far, which probably includes you too.
You can get the almost 19mb pk3 from this link (http://trem.maci.ws/lava2/files/map-sokolov-0.8.pk3).
The name of the BSP has changed to sokolov-0.8.bsp due to poeple having problems with the way I name my releases :oops:
Please remove any old versions of Sokolov's Space you have lying around, or at least make it so Tremulous cannot find them.
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Hooray, I finished the Steam Engine and made you guys a small video of the coolness jhaa and vcxzet supplied me with.
Click here (http://trem.maci.ws/lava2/files/sokolov-engine.avi) to download the 7mb video.
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So, some small clipping errors (hopefully) fixed and the Steam Engine skin is done too.
Click me (http://web6.freesw.de/lava2/files/map-sokolov-0.7.2.pk3) to download the 18mb test map. [Updated to 0.7.2]
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Hi, another updated version of Sokolov's Space.
This version marks the departure of all terrain made from patch meshes, they are now replaced by brushes. The map is 'done' as in that all main architecture and lighting is in place, any changes now will mostly be bugfixes and eyecandy. You can get het the map from the following link:
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I have released a early version of my map for specific testing purposes. I would like everyone that downloads this map to build a really good Alien base in the orig spot, then as Human try to kill the Alien base. I want your feedback about the Alien base and how hard/easy it is to destroy. Feedback about texture errors etc. will be ignored.
Thank you all in advance.
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Hi, thought I give mapping for Tremulous a try. So far I have come up with an Alien base, that needs a little bit of tweaking. For your convenience I have made this small 8mb video.
Click Me (http://web6.freesw.de/lava2/files/lava2.avi) to download the video.
Take note that the footage shown is slightly darker than all of you gamma haxers will see in-game. :oops:
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Looks good!
?! Alien spawns above the human one, the humans will spawn straight into dretch rain!
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cool
for the gamma is it 1.0
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Take note that the footage shown is slightly darker than all of you gamma haxers will see in-game.
OBJECTION! (http://objection.mrdictionary.net/go.php?n=872397)
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A map by Lava_Croft? You mean a map that might actually be worth something because it's done by a player with a firm grasp on the game?
Oh dear. I dunno how the Tremulous playerbase would handle such a shock.
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Hey, im making a map called Fusion, and i have the human base playable, and it is cooler than polar bear shit.
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It looked really nice on SS but it is even better in the video :eek:
I just love this map :D
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Looks superb. And it looks like dretches will get lot's of insta headshot on those ladders :D
And it looks differend that the current maps, thank god.
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Hey, im making a map called Fusion, and i have the human base playable, and it is cooler than polar bear shit.
Show me.
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Mh, this looks interesting... :D
Looks are straight and coherent, design is fine. The vertical layout promises some interesting matches. If the alien base can only be attacked by jetpackers it will be really hard to crack, maybe even impossible with some well placed tubes...
We will see, I am really looking forward to a gameplay test!
Danny
P.S.: I have set up some download mirrors (http://www.tremulous.info/index.php?module=download&action=show&id=30) for the video!
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What Megabite said - current base looks hellish to attack - or are there other corridors / ramps to access the higher levels? Quality wise, it looks great, good use of brushes without excessive detail, and the lighting feels about right too. Looking forward to play-testing it.
Btw, how much of the finished map is shown in the video? I.e is it going to be a fairly small map, or is this just the start of a big, sprawling thing?
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...from the video.. I really don't see humans ever winning unless you get a really really stupid alien team.... Looks nice.. but extremely unbalanced.. Can't watit to see the whole thing for myself and see how an actual match develops on it.
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I released a test version! Read up! *bump* *bump*
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I released a test version! Read up! *bump* *bump*
(http://photos.yafro.com/pics3/i/20060905/13/4/8/1/4818bfce8422220422684747b7f62799200609050_full.jpg)(http://photos.yafro.com/pics3/i/20060905/13/4/8/1/4818bfce8422220422684747b7f62799200609050_full.jpg)
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That test version is no diferent to the one you showed me weeks ago, and the same textures are still missing :P
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Okay,
very hard but possible if the alien team is a bit dumb... ;)
I placed 2 tubes and 2 hives on top of the pipes, near the ladder on both entrances. It was not possible to shoot them from below, you had to climb up what proved instadeath for unarmored, semiinstantdeath for armored and doable for battlesuit. The battlesuit was pushed over the edge by the swarm more than once, grenades are of no great use either (they fall down or dont really hit stuff on the pipes) and I guess with more than one or two defending dretches and a rebuilding granger it is near impossible to penetrate the base.
Apart from the fact that newborn aliens can rain down death from above, so to speak... ;)
Another thin I noticed was that I was not able to place trappers on the pipes sides. They sunk in and did not work. Nice brushwork, texturing and interesting layout so far... ;)
Danny
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I've put it on the MG server if a couple of you want to give it a try.
You will need to
/callvote map sokolov
to play though
:wink:
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Megabite"]Another thin I noticed was that I was not able to place trappers on the pipes sides. They sunk in and did not work.
According to Timbo this is a client bug, fixed in SVN. If such is not the case I can and will put a solid inside the said pipes.
And gareth0, there are no missing textures, all textures used are supplied in the .PK3, same goes for the shaders. The map also has no dependencies on other maps.
Also, do not underestimate the power of the Lucifer Cannon when it comes to clearing stuff you cannot actually see or reach via weapons that don't have this insane splash damage. While it's obvious the Alien base is very hard to crack, this is also my intention, as there are way too less good Alien bases on any Tremulous map. That doesn't mean I'm not listening to the handy feedback:)
As a last, due to lots of real-life things, my work on Sokolov will not progress as fast as I would like, please have patience.
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My 2cents:
-Cool geometry and textures reminds me Q3 maps(Sock's textures are cool). But it sound improper for Trem (in terms of gameplay). Maybe with new rooms this would rock.
-I love the lava pit, could be interesting to have a cavern entrance just above the lava.
-One big thing to handle is all this verticality, makes the games very different and much harder for ground walkers (humans hé!).Maybe Tha lava pit should be in a differents room and not at the bottom of this one.
- Some structures looks quite reallistic with attachements on walls, and some plateforms seem like they are just made to levitate. Could be interesting to have either attachements or even some look-like anti-grav modules (latter propositions does not seem to fit with the rusty look of the map).
Thanks for sharing it!
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THE MAP DOESN'T APPEAR IN THE GAME CREATE SCREEN
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go to the console when in that screen and type
/map sokolov
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go to the console when in that screen and type
/map sokolov
Even better, type /devmap sokolov and you have enabled cheats too.
Krom, I am trying to strike a balance between realism(which always slows down creativity) and originality(which always slows down realism:)
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Hello.
Congratulation for your map !
It's well done.
Just a few suggestions :
* The telenode is now too close of the eggs.
* Impossible to select the map in the list : we must use the command suggested up there.
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As this is an alpha release for specific testing purposes it does not really matter, yet. The map is not meant to be playable in a normal game by now... ;)
Danny
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Anything built on the pipes above the lava pit fall straight through. I managed to build my entire base (with everything in one big stack) beneath the lava that way.
Nice map though!
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Megabite"]As this is an alpha release for specific testing purposes it does not really matter, yet. The map is not meant to be playable in a normal game by now... ;)
Don't bother, some people just do not understand.
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OK, I tried it on my own machine, and even though I was the only one playing it was difficult but possible. If you can get to the gangways just below the aliens base you could shoot accross the map and take out all the tubes. Doing this while being attacked, even by dretches, would be nigh impossible. Now If only i had a rocket launcher ;-).
Really though the alien base would be impossible to penitrate if defended. Now the task for you Lava is to create a similar base for the humans. The map is just too small at the moment for any sort of game play :-)
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I bumped to version 0.4
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looking better than b4, i much prefer the medium sized corridors to the massive confuising rooms, in the central room my fps was low, prob. many reasons for this, but i can point out this one at least:
firstly theres a side that should probly be caulked, secondly, it only moves up and down very slightly, and isnt the focus of the room, so why does it need to be so highly tessalated? u could more than half the subdivision and keep the same effect.
I like the machines tho, whats the setting, some sort of lava factory, hell?
(http://show.imagehosting.us/show/1626309/0/nouser_1626/T0_-1_1626309.jpg)
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omg Never look in the lava ! Never!
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The map is pretty amazing, it even looks like a real map!
Something that worries me is that dead end corridor, i just can't imagine the humans not camping forever there.
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Thats not a real dead end! Just wait! :)
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I like it. It's doable. If the aliens are stupid, a single human can wipe 'em out. If they aren't, it will require a little bit of teamwork.
The dead end hallway could make a semi-decent base, but I can't imagine it not falling to a couple semi-decent tyrants pretty rapidly.
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Again, that so-called dead-end hallway will lead into the Human base! Also, due to lots of people strongly advising me to do so, a second entry will be added to both bases, making it possible to travel between both bases without visiting the Lava pit. This is all planned to be done after the initial release which will feature 2 bases and the Lava pit. Also, I have taken note of your remark gareth0, thank you, I might change it.
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I like how this is coming along!
I noticed that tyrants don't necessarily die in the lava pit - I fell in as a tyrant and after taking some inital damage was able to walk around on the bottom without taking more damage. On a lesser note the wind sound feels a little strange - aside from the sample rate artefacts it doesn't loop continuously and sounds more like an outdoor wind howl rather than wind from a fan.
Great work!
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sounds more like an outdoor wind howl rather than wind from a fan.
It is a wind howl, and not a fan! Your ears did not fail you sir! ANd yes I stole them from some website so they are crappy. I still have to ask dolby for replacement sounds.
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So, I like bumped it to 0.5. Have fun!
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wow, I had not seen the latest changes to the human base.
This is going to be one hell of a map :D
I hope you'll add a second corridor though, or it might end up
as a slaughterhouse.
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Last night we had some more testing on Sokolov's Space, here are some screenshots of my progress:
(http://trem.maci.ws/lava2/thumbs/shot0106.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0106.jpg)
(http://trem.maci.ws/lava2/thumbs/shot0107.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0107.jpg)
(http://trem.maci.ws/lava2/thumbs/shot0109.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0109.jpg)
(http://trem.maci.ws/lava2/thumbs/shot0110.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0110.jpg)
And especially for jex:
(http://trem.maci.ws/lava2/thumbs/shot0113.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0113.jpg)
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Looking nice. completion %?
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Looking nice. completion %?
Around 80%
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The new version 0.5.9.1 contains the texture models\mapobjects\plant_life\fern_leaf.tga that has a different color from the original of Trem. The new one is replacing the old during games. A simple file rename and a model update should fix it.
Thanks.
P.S.: Beautiful map! However, some places are FPS killer.
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The new version 0.5.9.1 contains the texture models\mapobjects\plant_life\fern_leaf.tga that has a different color from the original of Trem. The new one is replacing the old during games. A simple file rename and a model update should fix it.
Haha, you noticed that too? You are the first though, I will get it fixed. Thank you.
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I like it, and the square lights remind me of uncreation, my favorite map, which is part of the reason why i like it :D
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jhaa and vcxzet have been working hard on the heart of Sokolov's Space, a big steam engine. Here are the first shots of it ingame:
(http://trem.maci.ws/lava2/thumbs/shot0128.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0128.jpg)
(http://trem.maci.ws/lava2/thumbs/shot0131.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0131.jpg)
As you can see, they did an amazing job. The skin will be edited some more by vcxzet.
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jhaa and vcxzet have been working hard on the heart of Sokolov's Space, a big steam engine
Jhaa, vcxzet, I love you and I want to have your babies.
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The new version 0.5.9.1 contains the texture models\mapobjects\plant_life\fern_leaf.tga that has a different color from the original of Trem. The new one is replacing the old during games. A simple file rename and a model update should fix it.
Haha, you noticed that too? You are the first though, I will get it fixed. Thank you.
So THAT was the reason!
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I still havent managed to catch the map :( and for some reason that vid doesnt work for me.
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I still havent managed to catch the map :( and for some reason that vid doesnt work for me.
Since I lack stuff like SVN or CVS, the Sokolov version that is running on SatGNU is always the .pk3 you can download from http://maci.ws.
[EDIT] We played some more! Threydor (http://trem.maci.ws/upload/threydor/) and I (http://trem.maci.ws/lava2/?offset=108) both have some nice shots uploaded.
PS: Those are links. Really.
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jhaa and vcxzet have been working hard on the heart of Sokolov's Space, a big steam engine
Jhaa, vcxzet, I love you and I want to have your babies.
They are 50€/kg. Size and color may vary.
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I've released version 0.6 of Sokolov's Space (http://trem.maci.ws/lava2). It's still rather small, misses some sounds and has a few navigation/clipping errors, but you can very much play normal Tremulous games on it. Please give me as much feedback as you can. The map is vote-able on SatGNU, and you can download it from there via HTTP or directly by following this link (http://maci.ws/base/map-sokolov-0.6.pk3).
Also, get procyon, it's a fantastic map.
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Just played 0.6, and I think it's great - I can't see any major problems with it, just a few nit-picks. The rippling pipes look a little cartoon-like I guess, I seem to remember tom and jerry squirting each other with hoses that did that. Perhaps movement of fluid in the pipework could be represented by the occasional leak or visible flow, maybe a dripping joint or a spray from a puncture. I suppose visible flow could be spray from the end of a pipe or transparent sections such as those of Pulse.
The steam engine is brilliant, but the governor appears to rotate too slowly and wobbles, the needle of the pressure gauge changes shape as it moves, and there is no valve shaft - there is normally a reciprocating rod driven by an eccentric on the crank shaft to operate a sliding valve that changes the piston direction. Also an engine of that type would probably need a support bearing on the joint between the piston rod and connecting rod. In this image http://www.hals.org/imagegallery/104angle.jpg the support bearing is the block in front of the piston and the valve rod is the one behind it.
Finally the plants in the engine room have a rather jerky movement, I think that a slow, smooth movement (such as that of the palm leaves in Hamunaptra) would look better.
and I can't pick those painsaws up either!
Well, I think that's enough nit-picking for one morning ;)
Sokolov is rapidly becoming one of my favorite maps, great work!
@Jhaa: I'll take two.
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The steam engine is brilliant, but the governor appears to rotate too slowly and wobbles, the needle of the pressure gauge changes shape as it moves, and there is no valve shaft - there is normally a reciprocating rod driven by an eccentric on the crank shaft to operate a sliding valve that changes the piston direction. Also an engine of that type would probably need a support bearing on the joint between the piston rod and connecting rod. In this image http://www.hals.org/imagegallery/104angle.jpg the support bearing is the block in front of the piston and the valve rod is the one behind it.
Did you know that Sokolov isn't really 1:1 replica of Lava_Croft's kitchen? :p
And yes there are some little bugs with the model(s), we need to fix those later :i
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Did you know that Sokolov isn't really 1:1 replica of Lava_Croft's kitchen? :p
Well it should be! This is an outrage!
Edit: Liek this yuo nubcak0rz! http://en.wikipedia.org/wiki/Image:Steam_engine_in_action.gif
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I love phong shading.
(http://trem.maci.ws/lava2/thumbs/shot0159.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0159.jpg)
(http://trem.maci.ws/lava2/thumbs/shot0160.jpg.thumb.jpg) (http://trem.maci.ws/lava2/shot0160.jpg)
Dont you?
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Indeed, it is ;)
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Bumped to 0.7.1 (http://trem.maci.ws/lava2/files/map-sokolov-0.7.1.pk3).
Any server hosting, please do update.
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yay update
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Updated, spreading with http download :)
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Bump, check the new video.
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Bump, check the new video.
http://youtube.com/watch?v=A97lhJmRIaA
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Bumped to version 0.8. Read the first post in the thread.
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Uh, this map seems to have a thing against Wall-walkers AND marauders.
Especially in that narrow hallway with all the little cubbies.
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Almost the entire map is as Alien-friendly as can be, and you moan about one short hallway that doesn't give the Aliens a huge advantage?
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At least he's not a hypocrite, he's critizing the only bad point he can find :p
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At least he's not a hypocrite, he's critizing the only bad point he can find :p
Please explain to me how a Human-friendly hallway on a overly Alien-friendly map is 'bad'.
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Lava take a joke the right way. Not between the lines I am saying that he can't find bugger to complain about with good reason so he just takes something.
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Bump! I released Sokolov's Space 1.0!
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A high quality map, it will be interesting to see how it plays.
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yeah, awesome map...
havent tested it's gameplay but i think itll be good out there.
but how it loox... just awesome!
only 1 annoying thing - i can hear engine sound ("pook pook pook...") almost everywhere and its tiring when u listen to that for few minutes
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^1ERROR: Could not open "sound/sokolov/lavamud.wav"
^3WARNING: could not find sound/sokolov/lavamud.wav - using default
^1ERROR: Could not open "sound/sokolov/drone2.wav"
^3WARNING: could not find sound/sokolov/drone2.wav - using default
^1ERROR: Could not open "sound/sokolov/machine_5.wav"
^3WARNING: could not find sound/sokolov/machine_5.wav - using default
^1ERROR: Could not open "sound/sokolov/wind1.wav"
^3WARNING: could not find sound/sokolov/wind1.wav - using default
^1ERROR: Could not open "sound/sokolov/fan.wav"
^3WARNING: could not find sound/sokolov/fan.wav - using default
^1ERROR: Could not open "sound/sokolov/30-60HzHum.wav"
^3WARNING: could not find sound/sokolov/30-60HzHum.wav - using default
^1ERROR: Could not open "sound/sokolov/steam.wav"
^3WARNING: could not find sound/sokolov/steam.wav - using default
^1ERROR: Could not open "sound/sokolov/machine_6.wav"
^3WARNING: could not find sound/sokolov/machine_6.wav - using default
^3WARNING: 'textures/sokolov/lava1.tga' TGA file header declares top-down image, ignoring
Missing sounds? Or do I need the 0.8 pk3 as well (sounds were fine in 0.8)?
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Fuck me, I forgot to rename 'sound' to 'sokolov', sigh.
Get fixed 1.1 here (http://trem.maci.ws/lava2/files/map-sokolov-1.1.pk3).
Remove map-sokolov-1.0.pk3
Sorry for the retarded mistake. :oops:
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too bad bsp's name is still sokolov-1.0
Fuck me, I forgot to rename 'sound' to 'sokolov', sigh.
yeah and i think that was why i heard same sound everywhere (i thought its engine sound) - it was just:
^3WARNING: could not find sound/sokolov/lavamud.wav - using default
- default sound
now its great -.-
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Some strangeness (http://octothorn.com/base/MoreSokolov1.0Strangeness.dm_69) on the map.
I seem to be floating. Sometimes I will fall to my death from the floor. Um....
Otherwise, good changes.
Also, you can see the wheel through the hole in the wall from the other side, but I don't seem to be able to see that hole from the wheel side.
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I cannot watch the demo on my box here, since this a 400MHz that doesnt like Tremulous a lot. Would you mind posting a picture?
The wheel you see in the lava pit is _not_ the same flywheel you see in the engine room. The wheel in the lava pit was placed there as a cheapass solution to a 'bug' that Quake3 has concerning target_speakers. If you would have been in the engine room, and then walked back to the lava pit, you would magically still hear the engine engine clanking around, so I put an extra wheel in the lava pit wall to make it less weird when you hear the sound there.
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Lava: the demo shows a strange thing - when u jump on the Dopefish crate and when u jump off from it - you get hurt O_o but its not that high O_o
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I have just had janev and p0m take a look at the demo and explaining me what is happening. While it still makes me go o_O, expect to to be fixed. Thank you Ouranga Thingy!
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That's because Dopefish is shooting you for jumping on him. :|
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It happens to me when I walk into the side of the box that faces the steam engine, by walking into it and slowly turning I fall foul to gravity. Without turning I bob up and down rapidly.
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That's because Dopefish is shooting you for jumping on him. :|
It's powers reach far beyond what any of us can imagine.
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Wow one of the best visual map ! I love it.
Just two minor bugs for you:
(http://img411.imageshack.us/img411/3886/shot0151ml2.th.jpg) (http://img411.imageshack.us/my.php?image=shot0151ml2.jpg)
the lava brush doesn't fill entirely cracks (the 2 one near the stairs)
(http://img411.imageshack.us/img411/2192/shot0152gu8.th.jpg) (http://img411.imageshack.us/my.php?image=shot0152gu8.jpg)
patchs are not sticked (with the default subdivision settings), but i don't know if you can do something for this one except to put a black texture behind it, to avoid HOM, or prey nobody see it :p.
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K. Now first, I love this map.
BUT... there are a fewplaces where the brushes don't quite fit together (most are one or two areas that were duplicated), and void is visible through the cracks. More of an attention ot detail thing than a real issue, you may or may not fix it.
To see this issue, just do r_clear 1 to pink up the void, and do a map walkthrough. Mostly in the human base area and the big fat industrial tunnels with the curved brushes that must have been a stone cold to fit together properly. A couple more tiny ones below the alien base.
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'r_clear 1' is a cheat protected variable. Like KOsAD mentioned, it will be a pain in the ass to get all those (useless fucking annoying) patches to line up correctly. With 'r_clear 0' you barely notice the cracks. I will take a good look at the first picture posted, that one is new to me. Expect either less cracks, or more likely, a lot less patches in my next map.
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'r_clear 1' is a cheat protected variable. Like KOsAD mentioned, it will be a pain in the ass to get all those (useless fucking annoying) patches to line up correctly. With 'r_clear 0' you barely notice the cracks. I will take a good look at the first picture posted, that one is new to me. Expect either less cracks, or more likely, a lot less patches in my next map.
And lol.. pause.
I understand your emotion. Sorry if this was already mentioned. I did say that the curved areas were probably a stone cold biatch to do, so I guess this is my apology for inadvertently rubbing salt into it.
Again, thanks for the awesome map.
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Haha, I wasn't annoyed at all orso, and those cracks never really bothered me either 8)
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Ok, not annoyed is good.
In that case, I saw a few other places with HOM effect, and yes you can see it in game. In fact its the first thing I see spawning into the human base - thanks to the cheap-ass version of the cheat protected r_clear 1 - a tele. Standing in a tele, all void will be rendered in tele pale blue, rather than r_clear pink
.
Here"s what I see spawning into the human base:
(http://img259.imageshack.us/img259/6875/shot0164xa1.th.jpg) (http://img259.imageshack.us/my.php?image=shot0164xa1.jpg)
A closeup:
(http://img526.imageshack.us/img526/8524/shot0167uu2.th.jpg) (http://img526.imageshack.us/my.php?image=shot0167uu2.jpg)
The next billboard around:
(http://img265.imageshack.us/img265/6510/shot0169ee0.th.jpg) (http://img265.imageshack.us/my.php?image=shot0169ee0.jpg)
(Same sort of thing)
And that spot in the big tunnels:
(http://img177.imageshack.us/img177/4958/shot0171mi2.th.jpg) (http://img177.imageshack.us/my.php?image=shot0171mi2.jpg)
Thanks to ImageShack for Free Image Hosting (http://imageshack.us)
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wth hacker this buildable display is lame
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Ill try to see what I can do about those minor graphical glitches, but I am not planning on spending a lot of time on it, since it does not 'break' anything other than the potential 'professional' look of the map.
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wth hacker this buildable display is lame
Tell TJW, it's his.
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make people play this map.
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Lava, will you have my baby?
IT SHALL BE AN EVIL TYRANT BABY!!!
Or you could make more maps.
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what if we had normal mapping :(
(http://img201.imageshack.us/img201/4392/shot0000vw1.png)
(http://img299.imageshack.us/img299/8862/shot0001fa0.png)
(http://img59.imageshack.us/img59/3213/shot0002hy5.png)
(http://img262.imageshack.us/img262/4986/shot0003rl8.png)
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Nobody is stopping you from implementing it.
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Nobody is stopping you from implementing it.
I wont reinvent the wheel
once the xreal is stable and fast enough
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404 on 1.1.
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MY EYES!!?§!
gj