Author Topic: AFA - Alpha1  (Read 32108 times)

Thorn

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AFA - Alpha1
« Reply #30 on: August 18, 2006, 12:18:12 am »
Quote from: "DIGI_Byte"
boxes from ceiling!??
 :eek:


what i meant to say is random shit that doesnt look cool.
Please take some time to think what i have said.

ALSO there is no need to be picky at every little bit of peoples posts that didnt sound correct.

EDIT: is it just me or did your post count go up by 90 in the last 5 mins?
Please , Kids like you have this thing to think "People will think im cool if i have a high post count" Because you have nothing to type about you are making stupid threads and stupid posts. This is why you are considered an idiot.

DIGI_Byte

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AFA - Alpha1
« Reply #31 on: August 18, 2006, 12:38:55 am »
:-?

fine i'll stop and leave trem if it makes you happy...

i would like someone to fix all my errors in my map and make it better. i want everyone to be in on this map.

Thorn

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AFA - Alpha1
« Reply #32 on: August 18, 2006, 12:45:17 am »
fine , sort your attitude and then come back. People are not trying to be offensive.

DIGI_Byte

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AFA - Alpha1
« Reply #33 on: August 18, 2006, 12:56:59 am »
ok i had i think and yea. ive decided to get my act into gear...

is any one willing to 'fix' up this map

Thorn

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AFA - Alpha1
« Reply #34 on: August 18, 2006, 12:58:23 am »
Quote from: "DIGI_Byte"
ok i had i think and yea. ive decided to get my act into gear...

is any one willing to 'fix' up this map


spose i will PM u with my email adress.

DIGI_Byte

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AFA - Alpha1
« Reply #35 on: August 18, 2006, 01:07:27 am »
all the nessasary files are in the pk3 file

EDIT/ add/
the alien view thing is buggy as it doesn't look through the hall trap as it should instead it stares at a wall...

when spectator and you 'float' through the trigger for the aciddoors you are thrown into the same spot.

i have no idea how to make sunlight go through the shield onto the arena so that is why its night time.

Thorn

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AFA - Alpha1
« Reply #36 on: August 18, 2006, 09:06:48 pm »
k but i will say this. getting advice and learning is better than giving it to somebody else to shape up. Im not mapper myself but my work is more quality than that.

first here is something. How many textures are on your walls? One , try and add some life to your map.Also, Megabite said this somewhere on these Forums "Make a believable scene". Thats very inportant.

Edit: most of the textures are still missing.
 ALso you enclosed the map in a big box instead of sorting map leaks, That is a dumb thing to do.

Taiyo.uk

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AFA - Alpha1
« Reply #37 on: August 19, 2006, 07:31:37 pm »
I like it!

Now for my flame bait:

1. Spectators get stuck behind the doors hiding the acid tubes
2. Alien room looks too box-like (like a room that a tyrant sneezed in rather than a room that's been slowly consumed by creep over time). Also the creep texture looks like purple mould when used on large flat surfaces so an irregular room might help with this too?. More stuff (pipes, lights, crates, etc.) emerging from all that creep might give the room more of an "infested" feel to it? Likewise the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep.
3. There's a repetitive metallic banging sound about half-way through the narrow vent connecting the bases. You can hear it from the area between the spike pit and centre too.
4. The back door into the alien base is indistinguishable from the walls

DIGI_Byte

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AFA - Alpha1
« Reply #38 on: August 21, 2006, 12:17:50 am »
Quote from: "Taiyo.uk"
I like it!

Now for my flame bait:

1. Spectators get stuck behind the doors hiding the acid tubes
2. Alien room looks too box-like (like a room that a tyrant sneezed in rather than a room that's been slowly consumed by creep over time). Also the creep texture looks like purple mould when used on large flat surfaces so an irregular room might help with this too?. More stuff (pipes, lights, crates, etc.) emerging from all that creep might give the room more of an "infested" feel to it? Likewise the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep.
3. There's a repetitive metallic banging sound about half-way through the narrow vent connecting the bases. You can hear it from the area between the spike pit and centre too.
4. The back door into the alien base is indistinguishable from the walls

answers:
1~ thats an issue with spectator mode. in spectator you are thrown through certain stuff like through doors and 'func_trigger's i fidle with that but can't fix it

2~ with the alien base, im after a new texture i would like someone elses help with that 'cause it wasn't my idea it was an idea in a forum somewhere here and i'll work on making the room out of more patches. i was out of ideas for the 'hidden door'

"the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep" ~ thats a good idea but where are you tlking about? where are the hidden tubes?

3~ that banging sound is a door sound but i have no idea where its coming from i checked all the doors and stuff but can't locate where it is.

i answered some of your questions above.
Quote from: "DIGI_Byte"
all the nessasary files are in the pk3 file

EDIT/ add/
the alien view thing is buggy as it doesn't look through the hall trap as it should instead it stares at a wall...

when spectator and you 'float' through the trigger for the aciddoors you are thrown into the same spot.

i have no idea how to make sunlight go through the shield onto the arena so that is why its night time.

DIGI_Byte

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AFA - Alpha1
« Reply #39 on: August 21, 2006, 12:21:46 am »
Quote from: "Thorn"

Edit: most of the textures are still missing.
 ALso you enclosed the map in a big box instead of sorting map leaks, That is a dumb thing to do.


i'll work on new texture soon but first... which textures are missing? i sat for 2 hours finding all the textures can you please show me where and i'll fix it.

Taiyo.uk

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AFA - Alpha1
« Reply #40 on: August 22, 2006, 03:04:36 am »
Quote from: "DIGI_Byte"

answers:
1~ thats an issue with spectator mode. in spectator you are thrown through certain stuff like through doors and 'func_trigger's i fidle with that but can't fix it

Aah, I see. I guess it's a code thing then...
Quote from: "DIGI_Byte"

"the small passages leading to the hidden tubes might look better rounded as they would be more like the inside of some intestines rather than a rectangular air duct after being slimed up with all that creep" ~ thats a good idea but where are you tlking about? where are the hidden tubes?

Sry, I meant the tunnels connecting the alien base to the tubes hidden behind the doors.
Quote from: "DIGI_Byte"

3~ that banging sound is a door sound but i have no idea where its coming from i checked all the doors and stuff but can't locate where it is.

Weird... It seems to start and stop when I walk through the blue doorway from the centre.
Quote from: "DIGI_Byte"

i answered some of your questions above.
==SNIP==

Aah, I'm new to this whole reading thing  :wink:

Lava Croft

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AFA - Alpha1
« Reply #41 on: August 23, 2006, 12:00:00 am »
DIGI_BYTE, I personally think you are a complete twat, but just ignore Thorn. At least you try to map, and at least you try to be original, instead of porting Q2Gloom maps or making ATCS clones. Just keep on working on your map and you will improve. Maybe someday we can forget about your stupidity and play your map.

vcxzet

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AFA - Alpha1
« Reply #42 on: August 23, 2006, 12:07:28 am »
I cant download :(

[db@]Megabite

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AFA - Alpha1
« Reply #43 on: August 23, 2006, 08:26:14 am »
Quote from: "[db@
Megabite"]
Quote from: "DIGI_Byte"
BTW i currently have 1783 textures that are not used in trem...


And all of them are in your map? All of them were published under a free license or are by yourself?

Whatever... I am using two tremulous folders on my machine. One for gaming and one for development. This way I can test if the map is running okay on a tremulous installation that is not spammed with all my resources.

To check if there are still textures from the original maps you can simply remove them from your testing installation and put them back in after the check.

And yeah, in the alien base are two spots I actually find interesting: The column with the patches and the patches overgrowing the floor edges. The rest of the map is just bland.
Some people already warned about releasing your first map, after seeing it I can only back up these warnings. Go on mapping, work hard and learn for 1-3 years and come back with something usable then.

Danny


Using my previously posted method you will be able to find out which parts of your map are not working on other systems.

Danny

P.S.: LOL, Lava... I love you for bringing a smile to my face on a rainy morning... ;)
url=http://www.tremulous.info][/url]


DIGI_Byte

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AFA - Alpha1
« Reply #44 on: August 23, 2006, 11:35:37 pm »
thorn i did your method but i still can't find the 'missing textures' do you have the new one or the original crap i posted?

and i have a sky box i made but i can't get it working! what did i do wrong sky_blu HERE

and the sound, i first heard it in the air duct then in the blue base,
its frustation i want to remove it.

i want the slime to creep like the green line, the bit circled in red is a stuborn bitch
[/url]

Lava Croft

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AFA - Alpha1
« Reply #45 on: August 24, 2006, 09:57:47 am »
Quote from: "[db@
Megabite"]P.S.: LOL, Lava... I love you for bringing a smile to my face on a rainy morning... ;)

Ya, sorry, but this Thorn is pissing me off with his hammering on someone who is actually not trying to make some crappy ATCS ripoff. It might look horrible atm, but that Alien base already looks interesting. Better hammer on the people blatantly copying, and motivate people who work on original pieces. Even if they seem as thick as DIGI_BYTE, :)

DIGI_Byte

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AFA - Alpha1
« Reply #46 on: August 24, 2006, 11:35:57 pm »
Quote from: "Lava Croft"
Quote from: "[db@
Megabite"]P.S.: LOL, Lava... I love you for bringing a smile to my face on a rainy morning... ;)

Ya, sorry, but this Thorn is pissing me off with his hammering on someone who is actually not trying to make some crappy ATCS ripoff. It might look horrible atm, but that Alien base already looks interesting. Better hammer on the people blatantly copying, and motivate people who work on original pieces. Even if they seem as thick as DIGI_BYTE, :)

 :oops:

 :P
thanx u turned gtkr and trem inside out yesterday and i deleted the base folder in q3 and replaced it with trem stuff, it works fine (just like it did before) but it still doesn't have a bsp menu.

before i did the map in trem mode and moved over to q3 mode to bsp it. now thats sorted out but how do i get a bsp menu in trem mode?

Thorn

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AFA - Alpha1
« Reply #47 on: August 25, 2006, 09:47:57 pm »
aye sorry i was being a little arrogant.

Digi if whats making it be a stuburn bitch? btw the texture on that bit looks fuzzed

DIGI_Byte

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AFA - Alpha1
« Reply #48 on: August 27, 2006, 11:53:25 pm »
Quote from: "Thorn"
aye sorry i was being a little arrogant.

Digi if whats making it be a stuburn bitch? btw the texture on that bit looks fuzzed

hey thanks, man i just poked myself in the eye when i logged in... oww anyhow the texture has chaned to that creep stuff it is very black right now its going to get some tweaking. i fixed the missing textures i moved all the stuff for trem into another directory (q3) and i got it working with bsp thanks too Jeux.

i'll need help with redoing the centre piece i'm redoing the human base (back) and making the alien base out of patches