Digital Paint Discussion Board
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
Help
Search
Login
Register
Digital Paint Discussion Board
»
Development
»
Mapping
»
Map Graveyard
(Moderators:
T3RR0R15T
,
Chef-Killer
) »
We need more maps like this
« previous
next »
Print
Pages:
1
...
4
5
[
6
]
7
Author
Topic: We need more maps like this (Read 24962 times)
Eiii
Autococker
Posts: 4595
Re: We need more maps like this
«
Reply #100 on:
August 31, 2006, 11:20:03 PM »
Very cool. R_speeds?
Logged
Playah
68 Carbine
Posts: 485
Re: We need more maps like this
«
Reply #101 on:
September 01, 2006, 02:50:58 AM »
I like what i see, just keep in mind to let enough space for jumping.
Logged
Dirty_Taco
Map Committee
Autococker
Posts: 1630
_
«
Reply #102 on:
September 01, 2006, 12:41:02 PM »
Post removed
«
Last Edit: July 26, 2010, 12:32:09 AM by Dirty_Taco
»
Logged
supertanker
VM-68
Posts: 127
Re: We need more maps like this
«
Reply #103 on:
September 01, 2006, 02:56:02 PM »
I know. Right now I'm just doing the rough designing.
That last room has an R_speeds of 700 wpoly
fan room is about 600 wpoly
blue base is about 600 wpoly
corridor is about 500 wpoly
I have no func_areaportals yet.
Any way to make effective steam with the quake2 engine?
Logged
jitspoe
Administrator
Autococker
Posts: 18802
Re: We need more maps like this
«
Reply #104 on:
September 01, 2006, 03:25:41 PM »
You can use the chainfist smoke entity -- that's what's used for the smoke grenades. It tends to kill the framerates on crappy computers, though, so I wouldn't advise it. There's also a way to do global fog. Search the readme for "fogd"
Logged
supertanker
VM-68
Posts: 127
Re: We need more maps like this
«
Reply #105 on:
September 01, 2006, 03:43:59 PM »
...how does the chainthing work?
Logged
jitspoe
Administrator
Autococker
Posts: 18802
Re: We need more maps like this
«
Reply #106 on:
September 01, 2006, 03:47:42 PM »
You have to set up a timer and a tempent target entity. I can't remember offhand what the actual entity name is. Then you set the type or style or whatever it is to the number of the chainfist smoke temp ent.
Logged
supertanker
VM-68
Posts: 127
Re: We need more maps like this
«
Reply #107 on:
September 01, 2006, 04:08:55 PM »
oh I remember that. I thought it was red, green, and blue sparks only though?
Logged
jitspoe
Administrator
Autococker
Posts: 18802
Re: We need more maps like this
«
Reply #108 on:
September 01, 2006, 04:12:38 PM »
http://www.gamedesign.net/node/32#target_temp_entity
Edit: This thread should help, too:
http://dpball.com/forums/index.php?topic=1771.0
Logged
Wolf Man
Stingray
Posts: 88
Re: We need more maps like this
«
Reply #109 on:
September 01, 2006, 06:22:01 PM »
Quote from: Dirty_Taco on September 01, 2006, 12:41:02 PM
It's going to need clutter in the end as well.
Clutter in the end will ruin the whole sci-fi look
Logged
jitspoe
Administrator
Autococker
Posts: 18802
Re: We need more maps like this
«
Reply #110 on:
September 01, 2006, 07:56:34 PM »
Unless it's....
sci-fi clutter
. Yes, even in the vast depths of distant outer-space, people still leave junk lying around.
I don't know if it's necessary or not, but I'm sure a little cover here and there wouldn't hurt.
Logged
supertanker
VM-68
Posts: 127
Re: We need more maps like this
«
Reply #111 on:
September 01, 2006, 10:19:52 PM »
Lol
I have some nice
sci-fi
box textures from trem as well, and I'll think of some machines and stuff to put in the middle.
And yet another screenshot
And yes, I know it is dark. It is suppsoed to be.
Logged
Eiii
Autococker
Posts: 4595
Re: We need more maps like this
«
Reply #112 on:
September 02, 2006, 12:56:51 AM »
The sky looks bad with everything that dark. I would reccomend making it just a ceiling, or at least a night sky if it's going to be that dark.
Logged
Playah
68 Carbine
Posts: 485
Re: We need more maps like this
«
Reply #113 on:
September 02, 2006, 08:29:01 AM »
no eiiii, an evening sky...
Logged
Smokey
Autococker
Posts: 1172
Re: We need more maps like this
«
Reply #114 on:
September 02, 2006, 12:39:17 PM »
adds contrast.
Logged
Dirty_Taco
Map Committee
Autococker
Posts: 1630
_
«
Reply #115 on:
September 03, 2006, 10:20:22 AM »
Post removed
«
Last Edit: July 26, 2010, 12:31:30 AM by Dirty_Taco
»
Logged
Wolf Man
Stingray
Posts: 88
Re: We need more maps like this
«
Reply #116 on:
September 03, 2006, 03:07:53 PM »
Just make the sky the orange sunset. It would go good.
Logged
TinMan
Autococker
Posts: 1347
Re: We need more maps like this
«
Reply #117 on:
September 03, 2006, 03:09:34 PM »
I recommend a redish-orange mars sky, like in Doom!
Logged
Wolf Man
Stingray
Posts: 88
Re: We need more maps like this
«
Reply #118 on:
September 03, 2006, 03:14:28 PM »
Yes, that would be the orange sunset, or it would at least look similar to a mars sky
Logged
jitspoe
Administrator
Autococker
Posts: 18802
Re: We need more maps like this
«
Reply #119 on:
September 05, 2006, 02:32:51 PM »
Aside from the lights and sky, the entire right half of the image is black on this monitor. This kind of lighting will put some players at a significant disadvantage.
Logged
Print
Pages:
1
...
4
5
[
6
]
7
« previous
next »
Digital Paint Discussion Board
»
Development
»
Mapping
»
Map Graveyard
(Moderators:
T3RR0R15T
,
Chef-Killer
) »
We need more maps like this