Unread posts   New posts   Your posts

All times are UTC + 1 hour [ DST ]



Post new topic Reply to topic  [ 72 posts ]    , , 3, ,  

Community Vote: The Oll Stone Prologue: The Ibyn Complex
Poll ended at 01 Jul 2011, 01:13
10 0%  0%  [ 0 ]
9 0%  0%  [ 0 ]
8 20%  20%  [ 3 ]
7 0%  0%  [ 0 ]
6 40%  40%  [ 6 ]
5 13%  13%  [ 2 ]
4 13%  13%  [ 2 ]
3 7%  7%  [ 1 ]
2 7%  7%  [ 1 ]
1 0%  0%  [ 0 ]
Total votes : 15
Author Message
PostPosted: 12 May 2011, 19:19     Post subject: Re: The Oll Stone
>:E
>:E
User avatar

Joined: Dec 15th, 2007
Posts: 3695
Location: The Kitchen
This reminds me of some really good Doom and Blood maps. Very nostalgic. Looking forward to seeing it ingame!

_________________
Image


Top
 Profile  
 
PostPosted: 12 May 2011, 21:13     Post subject: Re: The Oll Stone
White Tusk
White Tusk
User avatar

Joined: Nov 12th, 2007
Posts: 2182
Location: P46153
Very nice indeed! I hope you'll be able to finish it on time! :tup:

_________________
there's more


Top
 Profile  
 
PostPosted: 13 May 2011, 03:19     Post subject: Re: The Oll Stone
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 12th, 2007
Posts: 1584
Location: Riding my bicycle from the highest hill in Sydney to these forums
That shot with the crap texturing gets me nostalgic for the OOT fire temple :tup:

_________________
Image
Ignorance is knowing anything
And only idiots know everything


Top
 Profile  
 
PostPosted: 13 May 2011, 10:03     Post subject: Re: The Oll Stone
Skaarj Lord
Skaarj Lord
User avatar

Joined: Apr 5th, 2008
Posts: 199
Location: brb gensokyo
TheIronKnuckle wrote:
That shot with the crap texturing gets me nostalgic for the OOT fire temple :tup:
I thought of that too once I started building it. It was a dull dungeon (one of the worst in any zelda game IMHO) but it captured the "uncomfortably warm" feeling you would expect in such a place very well.
Darkon wrote:
Very nice indeed! I hope you'll be able to finish it on time!
You and me both. :P
Waffnuffly wrote:
This reminds me of some really good Doom and Blood maps. Very nostalgic. Looking forward to seeing it ingame!
I must admit I haven't actually played the original Doom.
sana wrote:
I've always wanted to see those rock-with-lava-border textures used for that sort of stepping stone walkway. Great work! The entrance looks really foreboding, as well
I'm surprised that kind of thing isn't done more often. That texture just begs to be used for that.
BuddhaMaster wrote:
What are those searchlight actors?
Light actors with properties changed to make it more immediately obvious to me what I am using them for. The yellow skull actors are just lights too.

--

post will be updated in <= 2 hours with more screens or something

EDIT: Yeah so, I ate some food, aligned some textures and whatnot and have nothing particularly new and exciting. I hope to mostly finish the hub area and make some major progress on the other areas over the next few days.


Top
 Profile  
 
PostPosted: 13 May 2011, 14:25     Post subject: Re: The Oll Stone
Trustee Member
Trustee Member
User avatar

Joined: Nov 12th, 2007
Posts: 1310
Location: UK
A whole level set in some sort of Warlord battle type lava-cave could really original. The fourth shot on your last set is showing some greenings on the ruin parts though.


Top
 Profile  
 
PostPosted: 14 May 2011, 10:20     Post subject: Re: The Oll Stone
Skaarj Lord
Skaarj Lord
User avatar

Joined: Apr 5th, 2008
Posts: 199
Location: brb gensokyo
Mman wrote:
A whole level set in some sort of Warlord battle type lava-cave could really original. The fourth shot on your last set is showing some greenings on the ruin parts though.
My plan was that it wouldn't be the whole level, just a very prominent part of it. I guess you could think of it as a level though since it is pretty big and has taken more time then most complete DM maps I have made. As for the greenings, uh whoops.

--

After nearly losing my map (opening caused editor to crash, total crash count @ 8 so far) I ported a one hour old backup to 227g. Apparently kickers are part of botpack, so I have to come up with a new way for players to fall a big distance and not die. Any suggestions would be appreciated. Geometry for the hub area is nearly finished.

Image


Top
 Profile  
 
PostPosted: 14 May 2011, 11:50     Post subject: Re: The Oll Stone
Administrator
Administrator
User avatar

Joined: Nov 12th, 2007
Posts: 1876
Location: Stuttgart, Germany
Right off the bat I can only think of landing him in a body of water. Maybe you could make some sort of stealthy anti-gravity mini zone or something?

_________________
Image

<+Waffnuffly> basically, Eve made a solid zone portal
<+Waffnuffly> thats why we got kicked out of eden and life sucks
<+Waffnuffly> it is the original sin


Top
 Profile  
 
PostPosted: 14 May 2011, 12:00     Post subject: Re: The Oll Stone
Skaarj Berserker
Skaarj Berserker
User avatar

Joined: Sep 1st, 2010
Posts: 404
ebd wrote:
Apparently kickers are part of botpack, so I have to come up with a new way for players to fall a big distance and not die. Any suggestions would be appreciated.
Hm, looked into the code. Jumpers only work with ScriptedPawns and ThrowStuffs must know your tag. So the only way to use Throwstuff is to place a Playerpawn in the map (then you will possess this PlayerPawn).

I think the easiest way is to make an additional ZoneInfo, through which you fall. Edit its ZoneVelocity (or its ZoneGravity). The vertical size of that zone is decisive for the values. If it is big enough, then ZoneVelocity.z=10 should be enough. But be aware ZoneVelocity can also reroute Projectiles like the vent at the end of Rrajigar Mine (dig.unr).

edit: 10 is not enough. ZoneVelocity has strange effects. ZoneGravity is better. If you choose a small negative value, then you can be at least sure, that your fall won't accelerate any further.


Top
 Profile  
 
PostPosted: 14 May 2011, 17:39     Post subject: Re: The Oll Stone
>:E
>:E
User avatar

Joined: Dec 15th, 2007
Posts: 3695
Location: The Kitchen
Try adding an invisible AsbestosSuit with protection type changed from Burned to Fell, set bDisplayableInv to false, and make the pickup invisible with no pickup sound or PlayerViewMesh. Also set Charge to 1 and ArmorAbsorption to 100 or something; that way it will disappear as soon as the player takes some damage.

_________________
Image


Top
 Profile  
 
PostPosted: 14 May 2011, 18:12     Post subject: Re: The Oll Stone
Nali Priest
Nali Priest
User avatar

Joined: Nov 11th, 2007
Posts: 5955
In Skaarj Generator you were like, invulnerable to falls.

_________________
Image
Goodbye, or DIE.
Quote:
<Gundy> ebm had 65000 fucking guts but you're a funny guy shouting testicle malfunction in the lander


Top
 Profile  
 
PostPosted: 14 May 2011, 23:33     Post subject: Re: The Oll Stone
Skaarj Lord
Skaarj Lord
User avatar

Joined: Apr 5th, 2008
Posts: 199
Location: brb gensokyo
Waffnuffly wrote:
Try adding an invisible AsbestosSuit with protection type changed from Burned to Fell, set bDisplayableInv to false, and make the pickup invisible with no pickup sound or PlayerViewMesh. Also set Charge to 1 and ArmorAbsorption to 100 or something; that way it will disappear as soon as the player takes some damage.
Waff you are a genius! Thanks for the suggestions everyone.

--

early wip of one of the side areas

Image


Top
 Profile  
 
PostPosted: 15 May 2011, 22:00     Post subject: Re: The Oll Stone
Skaarj Assassin
Skaarj Assassin
User avatar

Joined: Mar 16th, 2011
Posts: 127
I love


Top
 Profile  
 
PostPosted: 15 May 2011, 22:36     Post subject: Re: The Oll Stone
Administrator
Administrator
User avatar

Joined: Nov 12th, 2007
Posts: 1876
Location: Stuttgart, Germany
Fancy wavy water surfaces?! :o

_________________
Image

<+Waffnuffly> basically, Eve made a solid zone portal
<+Waffnuffly> thats why we got kicked out of eden and life sucks
<+Waffnuffly> it is the original sin


Top
 Profile  
 
PostPosted: 15 May 2011, 23:16     Post subject: Re: The Oll Stone
Skaarj Berserker
Skaarj Berserker
User avatar

Joined: Sep 25th, 2008
Posts: 384
Just wanted to say the screenshot problem is from taking screenshots in a non power of 2 resolution, if you use setres to 16:9 16:10 or 4:3 resolution shot will work correctly.


Top
 Profile  
 
PostPosted: 20 May 2011, 06:53     Post subject: Re: The Oll Stone
Skaarj Lord
Skaarj Lord
User avatar

Joined: Apr 5th, 2008
Posts: 199
Location: brb gensokyo
Delacroix wrote:
It sure looks like hell, and hell should have a cocytus


Image

Ignore the fact that water would not really freeze like that.

Progress will be slow this week. Starting next Tuesday though I should have a lot of time. The last week is going to be intense for sure, though currently things are looking grim. If I am unable to complete the map in time it should not take me more then an additional week or two.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 72 posts ]    , , 3, ,  

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group