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Re: Screenshots

Posted: Sun Mar 06, 2016 9:06 pm
by PrinceOfFunky
papercoffee wrote:@PoF
The stairs are very blocky and not so construction like ...you should make there a ladder like stairway.
There's a stairway :D
NY_Condemned_SCR_02.png

Re: Screenshots

Posted: Thu Mar 24, 2016 12:03 am
by EvilGrins
Always feel a bit weird dropping details on an edit I'm working on in this thread, as the original map wasn't mine... but i figure if I do it rarely it's probably okay.

Working on Red_Fist's version edit of the DarkForest map. Primarily with Doom & Quake monsters, also some retro ones (BigMan instead of Brute) and some weird enough unique ones that look enough outta place they fit in with the rest of the insanity.

Starting cabin arsenal (Udoom.u weapons) has been switched to these:
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Plasma Gun

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Chain Gun

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Double Barreled Shotgun

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Crimson Guard (less a weapon, more assistance against the map's bosses)

There's 2 more Crimson Guards outside the door to the cabin, and there's a redeemer behind the cabin.

Map also has a Bazooka:
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And the map originally had a BFG (Big Fucking Gun) but...
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...I removed it, and here's why.

The BFG is, in this incarnation, like a 1980's Ultima Protos. It fires a slow moving pulsing green orb, that looks like realy old graphics, and when it hits it blasts everything in line of sight to 45 health points. Plus while it looks good from the player's point of view... the pickup and when you see anyone else holding it, thing just looks like another shotgun.

I did however give the green pulsing ball of death to all the bosses...
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...so players best duck for cover anytime they see one slowly creeping across the map!

Swapped out the GrimReaper with the Xan monster · viewtopic.php?f=8&t=4177&start=15 · which is good. Even though the thing can't be killed unless it's got its weapons... turns out any weapon will do. It basically locks onto the pathing on the map, grabs whatever weapons it can, and then moves to a great distance away from you to kill you with it. Yes, it can be killed even with one of the player's weapons in its hands... but it's hard to get regardless.

Doing something different with Nelsona's other edit... story for another time.

Re: Screenshots

Posted: Wed Apr 06, 2016 6:03 pm
by PrinceOfFunky
Well this is not rly a screenshot, but itìs a vid and so they are lot of consecutive screenshots lol.
I was thinking to release DM-(NotYet)Condemned, without releasing an entire pack due to my missing spare time.
I will release it when I'll fix a problem, when bots try to pass through an hole that brings to the underground, they stuck jumping.
gl6JUjIQXjI

Re: Screenshots

Posted: Wed Apr 06, 2016 8:15 pm
by Barbie
PrinceOfFunky wrote:when bots try to pass through an hole that brings to the underground, they stuck jumping
Have you tried enlarging the hole? I've noticed that bots have problems if the way it too narrow.
And of course you've tried the LiftExit/LiftCenter/LiftExit combo?

Re: Screenshots

Posted: Wed Apr 06, 2016 10:10 pm
by PrinceOfFunky
Barbie wrote:
PrinceOfFunky wrote:when bots try to pass through an hole that brings to the underground, they stuck jumping
Have you tried enlarging the hole? I've noticed that bots have problems if the way it too narrow.
And of course you've tried the LiftExit/LiftCenter/LiftExit combo?
I don't know how to use Lifts, but I tried it anyway and it didn't work.
Fact is, the design will be different if I enlarge the hole:
ohwell.png
EDIT: I enlarged it and they are not getting stack anymore :3 Ty :D

Re: Screenshots

Posted: Wed Apr 06, 2016 11:24 pm
by Barbie
PrinceOfFunky wrote:now it seems they always avoid to pass through it.
In such cases the LiftExit/LiftCenter/LiftExit combo has always helped me to show the bots where to go: put a LiftExit (#1) at start position, eg. above the edge of the hole in normal PathNode hight. Put a LiftCenter into the tunnel and another LiftExit (#2) near the end of the tunnel. Now connect them with a unique tag in LiftExit(#1).Lifttag, LiftCenter.LiftTag and LiftExit(#2).Lifttag.

Re: Screenshots

Posted: Fri Aug 05, 2016 6:32 am
by sektor2111
Relax, Barbie, not everyone can open a default stock map in Editor for figuring Lift deal, JumpSpot is a LiftCenter and we have maps using them and even with a real lift having the same setup but.. Who cares ?

Re: Screenshots

Posted: Sun Sep 04, 2016 9:54 pm
by FXANBSS
Uhm... Something looks different...

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Re: Screenshots

Posted: Sat Sep 10, 2016 8:38 pm
by EvilGrins
As I've said before, I'm loathe to post in this thread as I'm an editor and not an actual mapper... but it hasn't been 24 hours yet and I wanted to add 1 thing.

That other UTDMT CTF map I found, someone else's edit of CTF-Fifa, that I posted over in Screenshots for Fun? I upped the ante to 2 UTDMT per team and (as further proof I should NEVER map when I'm about to pass out) I added referees too:
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Decided to name the lot of them after famous folks from futbol.

Re: Screenshots

Posted: Mon Sep 19, 2016 12:04 pm
by Forum|User
Wip:

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Re: Screenshots

Posted: Tue Sep 20, 2016 2:41 am
by EvilGrins
F|U, that's a pretty map.

Are those ut2004 Egyptian textures? They tend to be a bit of a memory hog, is the map bogged down at all??

Re: Screenshots

Posted: Wed Sep 21, 2016 11:12 am
by Forum|User
Wip: / MH-Turbine project is shut down, so I modified to a Death Match map and maybe to Domination /

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Re: Screenshots

Posted: Wed Sep 21, 2016 8:03 pm
by Renegade
@Forum|User, Lighting & Atmosphere are seriously top-notch. Quality stuff there :thuup:

Re: Screenshots

Posted: Wed Sep 21, 2016 9:11 pm
by PrinceOfFunky
Forum|User wrote:Image
I put the same sign into one of my maps time ago XD I love that sign :D

Re: Screenshots

Posted: Thu Sep 22, 2016 6:51 pm
by UnrealGGecko
Renegade wrote:@Forum|User, Lighting & Atmosphere are seriously top-notch. Quality stuff there :thuup:
Guess I now know where ASLYE702 was hiding :ironic: . Seriously, both this Turbine and Egyptian Morpheus were being made by ASLYE before...

... *sigh* let me know if ya want a rename or something? :mrgreen: