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Author Topic: Lonely Luster  (Read 14058 times)

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Offline AuXAuV

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Re: Lonely Luster
« Reply #90 on: December 27, 2010, 03:18:50 AM »
At Swoons water Reserve, raise the clipping so I don't hit the roof so often, and a few trees
are clipped badly, so when I jump past them, I hit them.

Offline Flame[1up]

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Re: Lonely Luster
« Reply #91 on: December 31, 2010, 05:22:36 PM »
For assault mode I retextured the whole map. yes i know i missed a few spots :p
here are some screenies, can you guess what the theme was  :P (modoki ronald and sw00n can not guess)


















Offline AuXAuV

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Re: Lonely Luster
« Reply #92 on: December 31, 2010, 05:24:31 PM »
Mario? Just a guess :D.

Looks better, but did you raise the clipping?

Offline Flame[1up]

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Re: Lonely Luster
« Reply #93 on: December 31, 2010, 05:33:22 PM »
....xD its only for assault mode but atm there is no clipping all to be re added :D
except the botclipping :/

xD ruusan your right :D

I found a texture pack of 352 mario textures LOLOL

Offline Venom

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Re: Lonely Luster
« Reply #94 on: December 31, 2010, 05:53:36 PM »
How rude, our names r not up there.
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Re: Lonely Luster
« Reply #95 on: December 31, 2010, 05:57:48 PM »
.... I was probably going to delete those signs for assault and change area names xD
they ruin the mario theme :D

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Re: Lonely Luster
« Reply #96 on: December 31, 2010, 08:53:19 PM »
I like this new look and I look forward to seeing the assault map ready to play.

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Re: Lonely Luster
« Reply #97 on: January 01, 2011, 04:53:46 PM »
ok let me explain how my map works for assault mode:
1.The red spawn Never moves for it is a base and is in the middle of all checkpoints.
2.The Blue spawn will move to the correct base.
3.The game is played by blues defending in bunkers/catwalks at the base and trying to shoot the reds down
4.The checkpoints are holes in the ground that you jump into that will teleport you back to the top
5.When a checkpoint is hit a gate will open up back in base a wall will come down leading to a warp pipe (for reds) and lead them back to base but for blues the floor moves and they land on a teleporter which takes them to the second base.

 :D
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Offline Flame[1up]

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Re: Lonely Luster
« Reply #98 on: January 04, 2011, 11:34:11 PM »
:D Checkpoint 3
-Blue are on Castle Walls
-Red are trying to climb to top of the monument and hit the button :D



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Offline Flame[1up]

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Re: Lonely Luster
« Reply #99 on: February 06, 2011, 09:18:55 PM »
Just for the record I am still working on this  :P

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Re: Lonely Luster
« Reply #100 on: February 06, 2011, 11:37:10 PM »
oh and just to show that i have been working,

3 screenshots of the 3 arenas (the start of them)

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Offline Flame[1up]

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Re: Lonely Luster
« Reply #101 on: February 11, 2011, 10:54:50 PM »
Seems to be coming together  8)

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Re: Lonely Luster
« Reply #102 on: February 13, 2011, 12:13:42 AM »
just the pyramid in map view and map camera view

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Offline AuXAuV

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Re: Lonely Luster
« Reply #103 on: February 13, 2011, 12:19:38 AM »
You use light entities?!?!!

thought there was a hard limit to how many entities your map can have,
I'll have to cite my sources though.

I always just use a shader:
Code: [Select]
textures/map_name/light_solid
{
q3map_surfacelight 9500
surfaceparm solid
surfaceparm nomarks
qer_editorimage textures/map_name/white.jpg
qer_trans 0.7
{
map textures/map_name/white.jpg
}
}

It draws from a (mostly) white texture, and is solid, and emits a fair amount of light.
It won't show bullet marks either.

Offline Flame[1up]

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Re: Lonely Luster
« Reply #104 on: February 13, 2011, 12:22:08 AM »
I prefer entities, there's a reason they are there  8)