WhiteDevil
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You have my blessing to publish it.
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I'm constantly blown away by the stuff in Isolation. Dunno if anyone is interested but I uploaded tons of pictures from the game for future reference.
Might contain some spoilers. I wouldn't recommend to look them if you're planning on playing… -
@BeigeAlert yeah, what you've explained has been spot on.
You can import models made on most of the modeling programs but you only get the collision inf… -
Whoa! Those are some extremely tight time frames. If only I could just drop everything I was doing now and start making a map for the next 4 months.
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I played this map yesterday for the first time. I think it's a pretty nice layout for the most parts. I really liked the space in the center TP, really nice elevations.
Timings felt OK though the marines seemed to get the aliens cornered prett… -
Tilesets, tilesets everywhere.
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The checkerboard texture has bright specular on it, so it will light up when you shine a flashlight on it. I would probably just extend the vent/hole and put a corner to it so no one can't see where it ends.
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Great work! Can't wait to test it out.
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Should I finally call this one finished?
Now that's a sauna!Does it have teleporters? since some of the most iconic Quake and UT maps has those. :P
Not to mention DM-Deck16 has teleporters and elevators aswell.Crystal caves is getting closer to being finished, I've now made the cave out of my rock models.
Additionally I made a custom shader wh…(Quote)
I wish this would be so simple as it may sounds but it's not. That is why you see just dull grayboxes with nothing of interest with few detailed rooms. If you'd make a map for any other game you'd realise that NS2 is probably the m…@DarkSeraph sure, I'll add back the rooms which was cut out because I thought they would make it too big.(Quote)
Yeah, you can get stuff working just fine using OPENCOLLADA. But if you want animations and correct collision models working you need to use 3dsmax09 for the reactor tools and the collada plugin UWE had made.
edit:
go Vert^, go!Put out a little update:
- No more gray textures. It's not any prettier but at least the walls aren't labeled. :P
- Lighting tweaks.
- Prevented cheap sniping spot to the RT in the Lot.@ObliviousSight Thanks for pointing out the issue in the Lot, I'm going to remake that place anyway. Both of the games we played was too uneven to say much abou…Updated:
- Fixed the location volumes.
- Added a new vent near garage.
- Added more lights.
- Added a missing power node in Lobby.
- Plaza is more open.Those forklifts really need to burn.Thanks for the feedback gentlemen.
@Howser Thanks for pointing out plaza. I'll see if I can break up the wall to give marines a better chance. The wall is su…I dig the new textured areas.
Biodome could use some tightening up.
Southern biodome was a bit choppy on the fps, it could use some optimizing.
I believe the power node in there also got some damage from the infestation all the way…Put your files in the output directory instead of source. Keep your folder structure the same.
Also, there are a lot threads how to get your map published properly so use the forum search.Luckily we do have a partial fix for this!
forums.unknownworlds.com/discussion/131216/mod-spark…My running time from portal to portal takes 15 secs. Is that too much?Oh and also vertexes has disappeared completely when in the "show edges" modeYeah, I haven't noticed any other fix for that than deleting the skybox string from the skybox entity and reloading the map.Hey I got a little suggestion regarding the current techpoints. During the playtest the tech4 start location for marines was too hard to defend. I suggest taking out a few routes to ease the cheap skulk & bile harassing.
in ns2_nanogrid Comment by WhiteDevil August 2013