
Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: Sep 1, 2009 08:55 PM
Msg. 141 of 150
Custom weapons? No, not the map for it, this map is too nice to be using custom weapons :V (i also hate them unless there nice) btw 
|
|
|

Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: Sep 2, 2009 03:48 PM
Msg. 142 of 150
|
|
|

Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
|
Posted: Sep 2, 2009 04:31 PM
Msg. 143 of 150
Your lightmaps need better tiling... I think.
|
|
|

il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
|
Posted: Sep 2, 2009 04:50 PM
Msg. 144 of 150
Lightmaps don't tile.
|
|
|

DEEhunter
Joined: Dec 16, 2006
|
Posted: Sep 2, 2009 05:20 PM
Msg. 145 of 150
Higuy you dum ho. You didn't let me edge bleed.
|
|
|

Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: Sep 3, 2009 04:32 PM
Msg. 146 of 150
Hey guys. I'll be able to release the map tonight or sooner, though 1 thing needs to be fixed before all of that. The music toggle script doesn't seem to be working. l28 made the button for it, and it shows up fine in-game. Though, if you press it, it doesn't work or do anything. The music starts at startup becuase it's the backround music. Here is the script. (Made by gamma) Reply if you have a fix or know how to fix it. (global boolean ishOn false)
(global boolean isOn false)
(script dormant music_toggle (if (= ishOn false) (begin (set isOn true) (set ishOn true) ) (begin (set isOn false) (set ishOn false) ) ) )
(script continuous go (if (= isOn true) (begin (sound_looping_start "levels\luck\music\mech8gardens" none 1) ) (begin (sound_looping_stop "levels\luck\music\mech8gardens") ) ) ) Edited by Higuy on Sep 3, 2009 at 04:33 PM
|
|
|

MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
|
Posted: Sep 6, 2009 07:05 PM
Msg. 147 of 150
does it sync with multiplayer?
|
|
|

Vastanus neshtrog
Joined: Aug 5, 2009
|
Posted: Sep 7, 2009 06:51 PM
Msg. 148 of 150
Oh, yay, finally something i can comment on.
Overall, its really good, i'm just nitpicking on some things that are a minor setback.
First of all, The lighting is kindaf overdone. On one part of the map, the light shines brightly onto the white marble floor, making it overbright. Then, in the foresty area, its dark. It should be more balanced out, and the forest should be the brightest.
Theres also the black thing that goes around the garden. Uh... i think its a little too black, looks unnatural, maybe make it lighter?
The light bridges are great, when looking at them directly. However, when veiwing them from an angle (like, to the side) there isn't that much blue tinge. Its hard to see the outline of the bridge, it just looks like some hexonagle white lines floating in the air. Funnilty enough, this does NOT occur if you stand on it, and look down at it, but only if you do something like stand next to the bridge,
The water needs to be more real. Its made from one part which looks really flat, like a texture on the wall. Its barely noticable anyway. The second part is a huge cloud of foam near the place where it falls... this looks unrealistcly big, since the water isn't going very fast. maybe make that part a lot smaller.
Maybe some other weapons included in the map/ other spawn points?
Thanks for your time.
|
|
|

MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
|
Posted: Sep 11, 2009 07:46 PM
Msg. 149 of 150
I was playing on the map, and there is a bug, you can get stuck if you go past the health pack on both sides, you can't get back up and need to fall t your death to get out :(
|
|
|

OpsY
Joined: Feb 19, 2007
Frobisher Bay
|
Posted: Sep 11, 2009 08:21 PM
Msg. 150 of 150
Really a Zen place hehe
|
|
|