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Posted: Tue May 17, 2005 1:40 am
by ElitE3D
heres a quik render of the winchester,

Posted: Mon May 23, 2005 10:21 pm
by hogleg
Looks very nice.
I've got a winchester 22 cal., looks just like that!
Whens this map due out? eh Wacko?
Posted: Sun May 29, 2005 8:55 pm
by wacko
hogleg wrote:Whens this map due out? eh Wacko?
Mmmm, dunno... I'm rather waiting for those weapons to be done which seems to be more difficult than expected

But then, until those are made, I think I release a beta version and u can go and find some bugs for me
here ya go:
snowhill beta
As it is one of
my maps, be aware that it is once again made for rather few players and DM only. So this is NO bug

If however anybody liked to turn it into an objective mode map for 64 players or whatever, I'd give the map file as soon as he/she ask me for it

Posted: Mon May 30, 2005 4:11 pm
by Kalti
Whoohoo !
Some very tight mapping Wacko... und Hansworst naturlich.
Love the map sofar... Be sure to grab the file guys !
Great job on the scripted events, still looking around to see what was scripted and what not...
I did comment out the "whatthefog" thread

Perhaps only to see more of the map at the one glance
Stunning work guys
*EDIT: lol @ bell
Posted: Tue May 31, 2005 8:53 pm
by Master-Of-Fungus-Foo-D
i found an error: in a part of the map near the chasm. If you walk by the fence and the wagon blocking the exit to the chasm, everything goes fog-color... just pitch-tan... its really annoying i have a video if you want it....
anyway, in the wanted poster, do you really look like a computer technician with glasses? (not to offend)
Posted: Tue May 31, 2005 9:32 pm
by Kalti
Master-Of-Fungus-Foo-D wrote:...anyway, in the wanted poster, do you really look like a computer technician with glasses? (not to offend)
Hmm... I thought he looked like a DTP-er

Posted: Tue May 31, 2005 9:33 pm
by Mj
Looking good wacko buddy, the tumbleweed was slightly random, however

Posted: Tue May 31, 2005 9:36 pm
by wacko
Master-Of-Fungus-Foo-D wrote:i found an error: in a part of the map near the chasm. If you walk by the fence and the wagon blocking the exit to the chasm, everything goes fog-color... just pitch-tan... its really annoying i have a video if you want it....
huh? u sure, that this wasn't caused by that silly whatthefog script? Else, I wouldn't know why this is? But a video would probably be too large for my crappy connection

Could u give me jpeg(s)?
Master-Of-Fungus-Foo-D wrote:anyway, in the wanted poster, do you really look like a computer technician with glasses? (not to offend)
Err, yes, that's what I look like kinda... And I don't feel offended (after all, it's not ur fault what I look like

)
Posted: Tue May 31, 2005 9:44 pm
by wacko
Mj wrote:Looking good wacko buddy, the tumbleweed was slightly random, however

If u were talking about the tumbleweeds not always rotating the way they ought to, yes, that's right and a bug aswell.

The script as it is has a timing problem with that and I was yet too lazy to change the whole thing just for those tumbleweeds. Very annoying?!

Posted: Wed Jun 01, 2005 8:22 am
by Mj
I dunno man, its too... 'round'
But cool anyhow! And the way you kept the nooses towards the player was a 'lil odd, i think its worth making them out of cyilnder

Posted: Wed Jun 01, 2005 11:01 am
by wacko
Mj wrote:I dunno man, its too... 'round'
But cool anyhow! And the way you kept the nooses towards the player was a 'lil odd, i think its worth making them out of cyilnder

Mmm... too 'round'...

The tumbleweed itself or its movement?
The nooses, well, I tried making them out of meshes and brushes both, but the result was - as long as I tried to keep facecounts low - rather disappointing. The way they are doesn't look perfect but imho better than some edgy brush or mesh stuff

Mmm, dunno, do u want to give them a try? After all, u'Re the expert: Mj stands for mesh junkie, doesn't it?

J/k, m8

Posted: Wed Jun 01, 2005 12:08 pm
by Mj
Lol! I've been trying to think of an alternate meaning for Mj for ages, Mesh junkie kinda fits
Well, i would love to; but I can't get at rad until the 6th of june!
Try building a big noose, like massive, get it looking cool, then use 'L' to scale it down; mesh handles scaling really well
The tumbleweed itself looks like a big ball... I'm not sure if thats the desired effect, but it looks a little unnatural
Love the hanging thing where you drop down, it really gave me a shock! Great structural work, too

Posted: Wed Jun 01, 2005 12:16 pm
by wacko
Mj wrote:Lol! I've been trying to think of an alternate meaning for Mj for ages, Mesh junkie kinda fits
Well, i would love to; but I can't get at rad until the 6th of june!
Try building a big noose, like massive, get it looking cool, then use 'L' to scale it down; mesh handles scaling really well
The tumbleweed itself looks like a big ball... I'm not sure if thats the desired effect, but it looks a little unnatural
Love the hanging thing where you drop down, it really gave me a shock! Great structural work, too

Ok, thanks for the input. I finally got it now

and will try to improve things

Posted: Wed Jun 01, 2005 1:11 pm
by Kalti
Ehrm... just a quicky, just some things we noticed while having great fun on this map.
- There's a chest model with no collision map;
- Most of the rock meshes could do with some additional clipping* (players will and are able to hide in the rockwalls)
- Jumping underneath the hanging plattform trapdoors will take health;
- Players killed while riding the minecart will 'auto' -respawn at the end of the ride, as in location and time (two kills for the price of one)
- Jump from the minecart at the end isn't always launching you onto the roof;
- Players hit by the minecart are pushed aside and are not necessarily killed (?)
- Some ammo boxes are placed in an 'overlapping' positions;
- ...
* At least check the left wall leading into the rockwall, left of the church when standing in front of it.
No complaints, just mentioning the things we came across

Posted: Wed Jun 01, 2005 5:03 pm
by wacko
hey, thanks. Loads to do then
- There's a chest model with no collision map.
Yep
- Most of the rock meshes could do with some additional clipping*
Yep
- Jumping underneath the hanging plattform trapdoors will take health;
Dunno, how often I tried this and never got damage, but gave it another 8 units distance
- Players killed while riding the minecart will 'auto' -respawn at the end of the ride, as in location and time (two kills for the price of one)
Huh? Could u explain this? I killed a player on the ride and he stayed (dead) on the cart...
- Jump from the minecart at the end isn't always launching you onto the roof;
Was once done intentionally, but will be changed
- Players hit by the minecart are pushed aside and are not necessarily killed (?)
Err, yes, is this wrong? And how could I change that??
- Some ammo boxes are placed in an 'overlapping' positions;
I found one
behind the building next to the saloon. Which did I miss?
- ...
u've got more? tell me
No complaints, just mentioning the things we came across
Yes, great. Exactly what I wanted, tvm