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« Reply #60 on: November 17, 2012, 05:25:57 PM » |
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Chrome Angel changed some entitys, therefore some objectives dont work correctly with the newest alpha. From there I have to make version 4 of my map. But this time are just some small changes in it. I added some sounds for the forcefield and the generator. I also redesigned the Chimera hall a little bit.  This is all at the moment. Maybe I have some more ideas in the future.
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« Reply #61 on: November 17, 2012, 08:06:17 PM » |
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That lighting is much more atmospheric. I still feel that door and window frames would improve the realism of the room too.
I am not too fond of the hazard stripe bays, they seem really jarring. I do not have a nygood suggestion to fix it though :/
It just occurred to me that the windows should be red from the light outside, like the daylight we can see out the open door. What texture are those windows using? It should be easy enough for me to make a tinted version.
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« Reply #62 on: November 18, 2012, 12:07:06 PM » |
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I updated the picture above. Now the windows and the gate have frames and I replaced the black yellow stripes with white ones.
For the windows I took the glass/glasswindow005b texture.
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« Last Edit: November 18, 2012, 12:08:46 PM by Dark Marine »
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« Reply #63 on: November 18, 2012, 12:08:56 PM » |
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Oh yeah  that looks much better
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« Reply #64 on: November 18, 2012, 05:22:22 PM » |
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too bad you cant make the doors arched imperial style :v the room seems a bit empty. damn we need a shitton of props to make the maps look more convincing :I
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« Reply #65 on: December 01, 2012, 01:38:37 PM » |
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Here is a new picture.  Maybe some of you noticed that the gouvernment buildings is passable now. I made it just for fun. The classes which could reach this position cant realy do anything on this one.  In the background you can see a new building in the 3D skybox. Atm I do just some polishing work and change some textures or make some lights darker.
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« Reply #66 on: December 03, 2012, 05:44:09 PM » |
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i wouldnt waste your polies on a roof that has no use, you cant even jump on the platform or use it to a tactical advantage... maybe there are better ways to make the map more useful. btw jumping units can still spawn kill marines even behind the shields.
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« Reply #67 on: December 03, 2012, 07:48:11 PM » |
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The roof hadnt cost to much brushes and I like the overview look which you have from there.  Iam at 97% of max allowed brushes and I think there is nothing huge one which can be add into the map what I could do with the less 3%. But I think the current state of the map is okay (from the balancing point of view). Yes the spawn protection is now with the jumping Lictor not this effective like it should be. But the most important thing to hold the Fexes out there is still working. It wasnt my intention to make the Space Marine spawn totally unattackable and on the most other maps you spawn right next to an enemy.
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« Reply #68 on: December 03, 2012, 08:40:49 PM » |
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Had it been my map you would not be able to cross many of those roofs, as I would have used sky to block off the 3 big parts of the map for VIS optimisation. However that would have been premature, as this map runs great without it 
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« Reply #69 on: December 04, 2012, 12:25:31 AM » |
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i actually hate those limitations of the sky, it makes the vore useless whereas it should actually been a very good class on such an open map.
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« Reply #70 on: December 04, 2012, 04:56:11 PM » |
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I know that my mapping is unconventionally like normal source maps and it isnt very performance friendly. On my 5 years old PC which I was palying with until a few month ago, before I bought my current PC, had some loss of fps in some areas of my map. But it was playable. The source engine is limited like the hl1 engine to make huge areas visible and I not wanted accept this.
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« Reply #71 on: December 27, 2012, 10:26:01 PM » |
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Just got trapped as a Carnifex in the arch area. Why is that even a spawn area? 
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"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian
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« Reply #72 on: December 27, 2012, 11:13:58 PM » |
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You couldnt trapped in this area. You can destroy some of the arches.  One on the side to the repair garage and one on the side to the middle ruin.
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« Reply #73 on: December 27, 2012, 11:45:38 PM » |
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Would have helped if there was a way to tell it was destructible because I couldn't back up my team after that. The damage pillars aren't a good enough indication.
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« Last Edit: December 27, 2012, 11:49:00 PM by Oolon Colluphid »
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"An open mind is like a fortress with its gates unbarred and unguarded" -Space Marine Librarian
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« Reply #74 on: February 26, 2013, 07:15:22 PM » |
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Here is some new stuff. I replaced some HL² lamps with the new ones from Stahlhagel and also added the Tyranid droppod particles effects from vman into the skybox and give the Space Marines some ammo shrines (one at the Arbites station and one at the generators). City_conflict has now a fourth objective. After they absorbed the biological material, the Tyranids have to escape into the sewers. The last objective open a door and leads to victory.  On the ground you can see the two entrances into the sewers which open, when the biological material got absorbed.    On the other pictures you can see the new wall lamps and the sewers.
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