Editing and Customization > Community Content

Ge_Rocket (WIP)

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killermonkey:

--- Quote from: EMH Mark I on December 19, 2009, 04:12:51 am --- Funny how source is all about physics, and yet when a player gets transported, things go to hell.

--- End quote ---

It's also funny how the only thing the players are affected by physics wise is gravity and simple push/pull. All collisions are done on a bounding box fashion and movement is no exception to that rule. In fact, there is a place in the movement code that actually detects when you "may" be in an elevator or ladder situation and attempts to predict your movement so you don't jitter too much... it doesn't work.

Mangley:
Ventilation towers. Proof that choosing the right textures can make a big difference. The concrete texture I was using before made the geometry very obvious, you could see that the walls were only 16 faces and made it look very cold. In contrast this texture compliments the geometry and looks like insulated walls and gives a warmer look.



In the map the two ventilation towers serve as routes between floors and also offer a refreshing break in the gloomy concrete environment.

In its current state the map is around 60% complete with almost all of the indoor areas made, most of which is already fully optimised. Hopefully it'll be ready for playtesting within a few weeks so long as nothing goes awry.

killermonkey:
very nice looking! Although the sides of the walls seem barren without any decals or wires or pipes or anything.

[GE:S Com] DF Ank1:
Incredible. I am wondering how peoples could make such greats maps, really

Maxaxle:
Suggestion about the elevator: Make it super-slow to avoid glitching. Should fix the problem.

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