[WIP] Nevada
Quote from pestchamber on June 5, 2008, 2:56 amHi! im working on a map. please dont flame cause this is so much better than Pestchamber (the map). im thinking bout 7 chambers and a boss battle. screenies: [img]http://www.svendgaard.dk/Daniel/nevada20000.jpg[/img]
[img]http://www.svendgaard.dk/Daniel/nevada20001.jpg[/img]
[img]http://www.svendgaard.dk/Daniel/nevada20002.jpg[/img]
i did alot of things last time that was stupiud (in my map) so i made this where almost none of these are in. things i fixed in this one i didnt do in pestchamber:
Thin walls fixed (not showed in any image)
door clipping fixed (image 1)
wall height doesnt randomly stop so the textures stops half. (image 1)
new game element in Nevada: Chemicals (image 3)
cube vent things. (image 2)
button strips. (image 3)
buttons are on platforms not on ground. (image 3)
Hi! im working on a map. please dont flame cause this is so much better than Pestchamber (the map). im thinking bout 7 chambers and a boss battle. screenies: [img]http://www.svendgaard.dk/Daniel/nevada20000.jpg[/img]
[img]http://www.svendgaard.dk/Daniel/nevada20001.jpg[/img]
[img]http://www.svendgaard.dk/Daniel/nevada20002.jpg[/img]
i did alot of things last time that was stupiud (in my map) so i made this where almost none of these are in. things i fixed in this one i didnt do in pestchamber:
Thin walls fixed (not showed in any image)
door clipping fixed (image 1)
wall height doesnt randomly stop so the textures stops half. (image 1)
new game element in Nevada: Chemicals (image 3)
cube vent things. (image 2)
button strips. (image 3)
buttons are on platforms not on ground. (image 3)
Quote from rellikpd on June 5, 2008, 10:09 amlooks pretty good. much better than your previous stuff. i'll d/l the WIP soon (edit: when you release it?)
also between image 1 and 2, please use a hard-return (put them on the second line) cuz when you put them side by side like that. it makes the forum have to "scroll" left and right
looks pretty good. much better than your previous stuff. i'll d/l the WIP soon (edit: when you release it?)
also between image 1 and 2, please use a hard-return (put them on the second line) cuz when you put them side by side like that. it makes the forum have to "scroll" left and right
Quote from Hurricaaane on June 5, 2008, 10:23 amThe design of the game relies on perfectly aligned squares. Try to align your gameplay elements on the grid, so the tiles on the floor match their sides.
The design of the game relies on perfectly aligned squares. Try to align your gameplay elements on the grid, so the tiles on the floor match their sides.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).
Quote from pestchamber on June 5, 2008, 11:10 amrellikpd wrote:when you release it?i dont know. i probby wont release a WIP map as im making only 7 chambers and im about to start on chamber 6. bts probby takes a long time thats why i found a way to make a boss battle without any bts at all.
Hurricaaane wrote:The design of the game relies on perfectly aligned squares. Try to align your gameplay elements on the grid, so the tiles on the floor match their sides.yeah im pretty sure what you mean. like the platform on image 3 that isnt tiled right so some of the tiles are half? just saw it so ill fix it
i dont know. i probby wont release a WIP map as im making only 7 chambers and im about to start on chamber 6. bts probby takes a long time thats why i found a way to make a boss battle without any bts at all.
yeah im pretty sure what you mean. like the platform on image 3 that isnt tiled right so some of the tiles are half? just saw it so ill fix it
Quote from pestchamber on June 7, 2008, 12:34 pm
Quote from rellikpd on June 7, 2008, 11:32 pmwell there ain't much here yet. i got the Companion Cube and could do no more so i'm guessing thats it?
however the general design looks good. coming along nicely. i DO however want to say that you have one of the most orriginal ideas ever, and its so simple, small, and easy to incorporate. the chemicals thing is really cool. and if done in larger puzzles where you first have to find the neutralizer in order to get the cube/etc would be cool. HOWEVER: you must do some serious planning before hand because if there is a way to fuck up your map, people will find itsome ideas i'd like to see is a texture change on the water? instead of just an explosion? though with the tools you have at your disposal its good enough
very nice and wtg on coming up with something orriginal!
well there ain't much here yet. i got the Companion Cube and could do no more so i'm guessing thats it?
however the general design looks good. coming along nicely. i DO however want to say that you have one of the most orriginal ideas ever, and its so simple, small, and easy to incorporate. the chemicals thing is really cool. and if done in larger puzzles where you first have to find the neutralizer in order to get the cube/etc would be cool. HOWEVER: you must do some serious planning before hand because if there is a way to fuck up your map, people will find it
some ideas i'd like to see is a texture change on the water? instead of just an explosion? though with the tools you have at your disposal its good enough
very nice and wtg on coming up with something orriginal!
Quote from pestchamber on June 8, 2008, 5:17 amon the companion cube level you cant do more than getting it yet in this version. i would texture change the water but doomsday192 said i cant disable the water so it gets inviseble and then enable another one so that gets viseble. i have no other idea how to do that. thx !! please tell me how to change the texture and i will start working on it every place in the map.
on the companion cube level you cant do more than getting it yet in this version. i would texture change the water but doomsday192 said i cant disable the water so it gets inviseble and then enable another one so that gets viseble. i have no other idea how to do that. thx !! please tell me how to change the texture and i will start working on it every place in the map.
Quote from rellikpd on June 8, 2008, 10:39 amnot sure off hand, and i've got alot of crap to do this days off. but if i get some time i'll try to work out a solution (unless someone already has one)
what would be bestest is if you had an animated texture (any texturerers out there want to tackle this?) that would change from the slime green color to a cool blue, or greyish non threatening color over time (say 2-3 seconds)
not sure off hand, and i've got alot of crap to do this days off. but if i get some time i'll try to work out a solution (unless someone already has one)
what would be bestest is if you had an animated texture (any texturerers out there want to tackle this?) that would change from the slime green color to a cool blue, or greyish non threatening color over time (say 2-3 seconds)