Author Topic: Release: bluedragon final  (Read 48377 times)

Supertanker

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Re: Release: bluedragon final
« Reply #30 on: June 15, 2009, 09:09:16 am »
Just played it; it's very sweet looking! I'm digging the detailed lighting.

And it's nice to see that someone figured out my iris doors, even though I never got around to writing a tutorial. I really should do that someday...*puts a note on his todo list*

And yeah, I'm sorry to say that I see the missing textures too :<

Superpie

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Re: Release: bluedragon final
« Reply #31 on: June 15, 2009, 04:46:59 pm »
Well it is sort of a tradition for me to screw up whenever I release something, I'm satisfied that this time it was a missing texture instead of something else :P
Where is the good in goodbye? -Meredith Willson

TRaK

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Re: Release: bluedragon final
« Reply #32 on: June 16, 2009, 12:45:34 am »
Just played it; it's very sweet looking! I'm digging the detailed lighting.

And it's nice to see that someone figured out my iris doors, even though I never got around to writing a tutorial. I really should do that someday...*puts a note on his todo list*

And yeah, I'm sorry to say that I see the missing textures too :<

I made an iris door tutorial after working one out for one of my maps: http://forums.urbanterror.net/index.php/topic,13152.0.html

Anyways, this map is pretty nice. Nice use of alphashadows and generally good brushwork all around. A few opinions:

- The skybox looks like it should be emitting yellowish light instead of blue.
- Could use some more ambient sounds, like near the rotating fans in the large top room and vent. Some more general ambient noises might help too.
- Consider using a phong shader on the curvy brushwork in that fan room next to alien base.
- The two mirrored lower corridors are too similar in appearance. Some more obvious location markers might be a good idea, like some blue/red pipes or something.
- Some lights might benefit from a yellowish hue, especially in the large top room, where the excessive blueness of the lighting clashes with the skybox and makes things look rather monotone.

amz181

  • Posts: 919
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Re: Release: bluedragon final
« Reply #33 on: June 16, 2009, 11:04:49 am »
Well iris doors actually look doable :D. But then again i struggle with normal doors :S

Bissig

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Re: Release: bluedragon final
« Reply #34 on: June 26, 2009, 09:07:38 pm »
@superpie

Please, please, please reduce the volume of the Rant blocker sound. It is fucking unbearable. It is much louder than any turret firing near you. Even if I turn my speakers down to about 5% volume it is still very loud. Did you use dynamic range compression on it?

When the rant blocker sound loop is running I can't even hear a goon taunting or a rifler firing.

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: Release: bluedragon final
« Reply #35 on: June 26, 2009, 10:33:31 pm »
@superpie

Please, please, please reduce the volume of the Rant blocker sound. It is fucking unbearable. It is much louder than any turret firing near you. Even if I turn my speakers down to about 5% volume it is still very loud. Did you use dynamic range compression on it?

When the rant blocker sound loop is running I can't even hear a goon taunting or a rifler firing.

Hes released his final. He cant do it again.

your face

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Re: Release: bluedragon final
« Reply #36 on: June 26, 2009, 11:08:16 pm »
final-2? ;D
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Bissig

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Re: Release: bluedragon final
« Reply #37 on: June 27, 2009, 03:05:34 am »
Well, it is a show blocker. Also, it is so annoying that when I catch anyone on the server on that map activating the rant blocker at S1 or S2, they get kicked after a warning.

bob0

  • Posts: 80
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Re: Release: bluedragon beta 4
« Reply #38 on: January 17, 2010, 06:15:29 am »
final version released  ;D
final
05:28:12  * bob0 sleeps
05:28:20 < superpie> nite bob
06:01:54 < bob0> superpie: are you going to make a bluedragon2 or bluedragon-r1 or bluedragon-realfinal?
06:02:06 < bob0> superpie: I would like a dom layout for it
06:02:18 < bob0> superpie: but without the turret noise overridden
06:02:45 < bob0> superpie: bluedragon-realfinal would be quite funny
06:03:08 < bob0> superpie: if I released a map under -final, and it had a mistake, the next one would be -realfinal
06:03:54 < bob0> you can have an unlimited amount of final maps, and you'd still know which would be newest
06:04:21 < bob0> cephalopod-reallyreallyreallyreallyreallyreallyrealfinal is newer than cephalopod-reallyreallyrealfinal
06:04:46 < bob0> while being amusing to your players!
06:04:54  * bob0 really sleeps
06:04:58 < superpie> ...
06:05:15 < superpie> just bluedragon2, after the betas
« Last Edit: January 17, 2010, 06:21:09 am by Z+ SM p(EEn- »
bob

mooseberry

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Re: Release: bluedragon final
« Reply #39 on: January 17, 2010, 09:40:00 am »
Quote
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Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.