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battlelinc/pkm stadium II
Posted: Thu Jan 19, 2006 5:44 am
by PKM
a ways to go but i'm going for a modern ''gladiator'' arena with a full sized stadium as the backdrop. the only area that will be for play is the field it's self. field will have uneven terrain with plenty of dunes to move around and snipe from behind. unlike world cup deathmatch though, the stadium itself will be unaccessable. will have a new soundtrack (cheers, crowd roar, new jock rock snips). made a quick .wmv to show an example of using .map member's sigs as ''banners''.
battlelinc shot
Posted: Thu Jan 19, 2006 11:33 am
by lizardkid
oh, i see... thats a pretty cool idea.
yeah i was pretty disappointed with the first King Bash release, it was fine for bashes but had a lot of potential for more really interesting fights.
Posted: Thu Jan 19, 2006 1:31 pm
by PKM
made the original bash king strickly for bash only and to see what a mock up of a stadium would look like.
lizard; lemme know what dissapointed you, was it the look , the final product of the stadium itself, the sound or were you expecting something set up for more than bash only ?
the only problem with ''opening'' the whole stadium up for the player to move around in (like world cup deathmatch) is the crowd. i wouldn't be able to use a flat texture to ''suggest'' there was a crowd there. i'd love to open it up but i'm not giving up the crowd ''atmosphere''. i want this to be a map that plays real fast . kinda like those ''football game'' scenes in (forgive me) starship troopers where you for a couple seconds you only saw the player's feet coming at you and heard them pounding on the floor as the player advanced up the court.
Posted: Fri Jan 20, 2006 2:08 pm
by PKM
jack, here's a new .wmv of what i have so far. if you have an animated texture like you described, send it to me and i'll see if it fits the look. from what you described it may be good for one of the large ''scoreboard'' screens shown at the right (animated shot from SPR with flashing red text).
btw, anyone have a good skybox for daytime ? the one pictured is simply mohaaday1 with the keys and values changed but it still looks like a desert since i'm using a sand texture for the playing field (field show is NOT field that will be used).
again, if anyone has a texture or image of their website they wouldn't mind being used as a ''banner in the stadium'' (SEE " (@(...:.:...)@)'s " on the left) lemme know. it's brush is around 100x400 in px (i'll post the brush size later)

Posted: Fri Jan 20, 2006 8:35 pm
by Splaetos
I made a really cool dawn sky, by ripping off flying sheeps awesome opera house sky and messing with the colors, comes out nice in all kinds of colored skies with the moving clouds and the whole bit... but dont know how it would fair with more white mix.
Posted: Thu Jan 26, 2006 12:05 am
by PKM
what the ''field'' is supposed to be like (awful choice of texture though)

Posted: Thu Jan 26, 2006 5:42 am
by hogleg
speaking of your playing field pkm, you should make levers that raise platforms with attack dogs on em, like the romans with lions!
//allies_activate_lever: attack_axis

Posted: Thu Jan 26, 2006 1:28 pm
by PKM
LOL killer idea hog only i hate those dogs and usually lose my mind then put about two clips into each mongrel as i back pedal faster than lance armstrong's dislyexic brother. also my hogness, what causes the player to be able to ''see'' through an incline in some hills if the player hit's croutch and is at the base of the incline ? is it the angle's to severe ?
Posted: Thu Jan 26, 2006 6:08 pm
by hogleg
what causes the player to be able to ''see'' through an incline in some hills
maybe stray vertices?

Posted: Thu Jan 26, 2006 6:17 pm
by Mj
hogleg wrote: what causes the player to be able to ''see'' through an incline in some hills
maybe stray vertices?

Try the usual Grid1 and Ctrl V, it works like asprin
Posted: Thu Jan 26, 2006 7:07 pm
by PKM
Mj wrote:hogleg wrote: what causes the player to be able to ''see'' through an incline in some hills
maybe stray vertices?

Try the usual Grid1 and Ctrl V, it works like asprin
dammit, now i remember , thanks mj; you're the grooviest. speaking of which, would i be able to use lod terrain to mod your original sky limit beta ?
Posted: Thu Jan 26, 2006 7:44 pm
by Mj
PKM wrote:Mj wrote:hogleg wrote:
maybe stray vertices?

Try the usual Grid1 and Ctrl V, it works like asprin
dammit, now i remember , thanks mj; you're the grooviest. speaking of which, would i be able to use lod terrain to mod your original sky limit beta ?
I had an original sky limit beta?!
Not Runway sorties?

Posted: Thu Jan 26, 2006 9:40 pm
by PKM
dammit again , i was thinking jv. dammit dammit dammmmit
Posted: Tue Jan 31, 2006 6:54 pm
by PKM
final structure:
before asked, MFL stands for ''Mohaa Football League". question; can you have more than 1 ambient sound in your main/sound folder for different maps ? i have one custom ambient sound for one custom map (kingbash.pk3) in mohaa/main/sound/amb/crowdsound.mp3 with it's own music.mus but i have another for this map (battlelinc.pk3) in mohaa/main/sound/amb_stereo/battlelinc.mp3 also with it's own music.mus yet when i go into the battlelinc map, it plays the amb sound for kingbash. both mus files are listed in their own pk3 files as ''music.mus'' .
Posted: Tue Jan 31, 2006 6:57 pm
by Runt
looks nice
