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PostPosted: 01 Apr 2008, 19:42     Post subject:
>:E
>:E
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Joined: Dec 15th, 2007
Posts: 3723
Location: dog
Nope, perfectly normal water zones. And the framerate is just fine. I still haven't figured out what is causing the mega slowdown in Map 10, but I think it is a rogue mover.

Open up Chizra in the editor. Now select all the movers. You'll notice they FLY HALFWAY ACROSS THE EDITOR for no reason... yeah. The map is cursed. It took me ages just to get it functional, and there's still probably at least one more fucked up mover causing the slowdowns. I guess I'll have to remake all of the movers from scratch like I had to for some of them.

Also, did some more work at work today:
Image

This area is shaping up to be a very interesting boss arena.


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PostPosted: 01 Apr 2008, 19:46     Post subject:
Founder
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Joined: Nov 11th, 2007
Posts: 3620
Location: In a random access memory of dreams
Waffnuffly wrote:
Image


Not as dark as I'd imagined, but it looks better already. :tup:

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PostPosted: 02 Apr 2008, 03:06     Post subject:
Skaarj Berserker
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Joined: Nov 11th, 2007
Posts: 322
Location: Spire Village
Amazingly *evil* looking...as stated :twisted:

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PostPosted: 02 Apr 2008, 12:18     Post subject:
Skaarj Warlord
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Joined: Nov 12th, 2007
Posts: 745
yearh, I often wondered about that with the mover... maybe Chizra was one of the first maps with an older version of the engine.. or whatever.. I dont know.


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PostPosted: 02 Apr 2008, 21:22     Post subject:
Skaarj Berserker
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http://tindeck.com/files.php?su=cronodevir

Not maps of course. :D But all Wips, or Ex-Wips

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PostPosted: 03 Apr 2008, 20:29     Post subject:
Skaarj Warlord
Skaarj Warlord
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Joined: Nov 12th, 2007
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Image
Pic brightened, other plants not added yet.


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PostPosted: 03 Apr 2008, 21:10     Post subject:
White Tusk
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Joined: Nov 12th, 2007
Posts: 2183
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Nice, Creavion! :tup: :tup:

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PostPosted: 04 Apr 2008, 19:51     Post subject:
Skaarj Warlord
Skaarj Warlord
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Posts: 745
and now with plants
Image

but I have to stopp with posting otherwise you know the half level from the screenshots later :rolleyes:


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PostPosted: 04 Apr 2008, 20:58     Post subject:
White Tusk
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Darkon wrote:
Nice, Creavion! :tup: :tup:


I'll have to rephrase that: looks great, Creavion! :tup: :tup:

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PostPosted: 04 Apr 2008, 21:05     Post subject:
Nali Priest
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Joined: Nov 11th, 2007
Posts: 5981
I really want to play that jungle map. It looks too cool.

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PostPosted: 05 Apr 2008, 19:45     Post subject:
Skaarj Lord
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Joined: Apr 5th, 2008
Posts: 214
Location: brb gensokyo
Those shots there look pretty leet.

Something I supposedly have been working on for years. Every now and then I open up the ed and do a little bit. With any luck it might get done this decade. :P

An editor shot because I am really lazy:
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PostPosted: 05 Apr 2008, 20:10     Post subject:
Skaarj Warlord
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Posts: 745
Quote:
Sorry, this GeoCities site is currently unavailable.

a site for the recycle bin ...


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PostPosted: 20 Apr 2008, 23:20     Post subject:
Pupae
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Joined: Nov 13th, 2007
Posts: 6
Image

Image

Image

:wink:

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PostPosted: 21 Apr 2008, 20:25     Post subject:
Skaarj Lord
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Joined: Apr 5th, 2008
Posts: 182
Looks nice. But you must scale up some textures, otherwise it looks ugly when you see the same texture 100 times on the same surface. Besides there are missing details. Perhaps you can add some pipes or trims. With more details you can also solve the problem with the small textures ;)
And the skybox must have more diversion, because the sky looks a bit too boring, so add clouds or anything like that.
Light sources are missing, too. So when you light the map you must add some sources where the light comes from.
I like especially the first picture :tup:

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PostPosted: 21 Apr 2008, 21:05     Post subject:
Skaarj Warrior
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Joined: Dec 9th, 2007
Posts: 64
Looking great uncle_bob may I suggest you use mesh maker for most of your decorations. The reason I say this is that you must be near the node limit with a map like this (as I have been many times) and converting the decorative brushes to meshes has been a saving grace for me.


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