
Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Aug 7, 2009 03:37 PM
Msg. 1 of 11
hey guys, I went back today and looked at my old Peril released thread, and alot the older one of which people told me how to fix it since im not an igronant idiot like i use to be, ill be fixing peril up, for a version 2, and releasing it along with immolate and garden. this will a be big release at the end, and i dont want to mess this map again after seeing how much potential that it left behind, being one of the coolest and best map's ive made (imo).
I need everyone to list all the bugs and stuff that needs to be fixed up from the origional Peril, model, population, and texturing wise. I dont want to keep going back and forth to the old threads to find errors, but some of you like Alin Roth who enjoyed the map, would probally know more errors then me.
Thanks - Higuy
P.S oh and btw, i got rid of samus and that teleporter for the love of god..
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 7, 2009 03:39 PM
Msg. 2 of 11
There was a white triangle at the top of the cliffs.
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AlwinRoth
Joined: Jan 4, 2008
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Posted: Aug 7, 2009 03:49 PM
Msg. 3 of 11
please take away that cliff?
and you should add a lil more scenary around it... not the gameplay area, it just a bit boring to look past nothing but some kind of background...
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Aug 7, 2009 05:26 PM
Msg. 4 of 11
ok anything else before I start retexturing and doing some modeling on it?
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 7, 2009 05:31 PM
Msg. 5 of 11
Post a pic as some people (such as me) haven't seen the peril 2 thing.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Aug 7, 2009 05:36 PM
Msg. 6 of 11
it's my original map, peril, being fixed up alot for better gameplay and visuals. you can see it here: http://hce.halomaps.org/index.cfm?fid=4096If you mean the new BSP Disaster made, were not using that becuase it has a ton of errors that I really do not want to fix at all, and the modeling and auto optimization completely destroyed the forerunner.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 7, 2009 05:46 PM
Msg. 7 of 11
I think everything looks good except the cliffs... They go down too steeply too quickly. Maybe if you make them bumpy.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Aug 7, 2009 06:04 PM
Msg. 8 of 11
oh and anyone who thinks lightmaps are going to look horrible corresponding to the sky is terribly wrong... 
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Aug 7, 2009 10:41 PM
Msg. 9 of 11
looks fine, fix the cliff edge though, it reminds me of quake styled maps
i also see purple and orange 'n stuff, i suppose thats the cubemaps? Edited by BeachParty clan on Aug 7, 2009 at 10:42 PM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 7, 2009 10:56 PM
Msg. 10 of 11
Doesn't Higuy like B40 cubemaps :D
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Aug 8, 2009 11:13 AM
Msg. 11 of 11
Quote: --- Original message by: BeachParty clan
looks fine, fix the cliff edge though, it reminds me of quake styled maps
i also see purple and orange 'n stuff, i suppose thats the cubemaps? Edited by BeachParty clan on Aug 7, 2009 at 10:42 PM Corrupted bitmaps and the Disable alpha render targets (aka shader hack)
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