shitmaps
Moderator: Nod_Nod_Nod
- shitshitshit
- Dretch
- Posts: 71
- Joined: Fri Mar 01, 2013 4:10 pm
- Location: Poland
umm ok then.
U need to make and black 16x16 texture and save it as mirror.tga
then add this to your shaders:
Then u just texture something with your mirror text. and u need to make an misc_portal_surface and place it close to face of your mirror, pointing opposite way.
U need to make and black 16x16 texture and save it as mirror.tga
then add this to your shaders:
I've already explained u this whole thing about textures and shaders in your .pk3 so i guess u dont need that again.copy this code to your yourmap.shader file --- wrote:textures/MAPNAME/mirror
{
qer_editorimage textures/MAPNAME/mirror.tga
noPicMip
noMipMaps
surfaceparm nolightmap
surfaceparm playerclip
portal
{
map textures/MAPNAME/mirror.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
alphaGen portal 256
}
}
Then u just texture something with your mirror text. and u need to make an misc_portal_surface and place it close to face of your mirror, pointing opposite way.
- shitshitshit
- Dretch
- Posts: 71
- Joined: Fri Mar 01, 2013 4:10 pm
- Location: Poland
- shitshitshit
- Dretch
- Posts: 71
- Joined: Fri Mar 01, 2013 4:10 pm
- Location: Poland
Map almost complete. They were just minor things to do, but more details will do just as it'll play me know where and how to add such a platform would not be too easy. For now a lot of open spaces, but the map is not so easy for humans. Scenario? Based on the Polish fairy tale "Captain bomb". Department of star fleet is designed to cleanse the aliens, trans-shipment warehouse belonging to the star fleet. The action takes place on the planet A.S.S.
- shitshitshit
- Dretch
- Posts: 71
- Joined: Fri Mar 01, 2013 4:10 pm
- Location: Poland
http://www.speedyshare.com/SCVDg/map-kapitanbomba.pk3
Map prepared. Now you'll play and see what is wrong. What is too much and what is too little. Then I put the patch and come out a beta version.
Map prepared. Now you'll play and see what is wrong. What is too much and what is too little. Then I put the patch and come out a beta version.
- shitshitshit
- Dretch
- Posts: 71
- Joined: Fri Mar 01, 2013 4:10 pm
- Location: Poland
we'll see when we play in it the entire group. For each room are at least two entrances so humans must have eyes in the back of the head. Besides need to build a base at the bottom so they do not come with a seat in the ceiling. Sure I'll do some platform for goons and maruders. But how we play.
Now, I finished a new version of ATCS. It's called atcshit and includes two tunnels and a slightly larger area outside. But I have yet to earn some extra invisible blockade that people did not fly too high.
Now, I finished a new version of ATCS. It's called atcshit and includes two tunnels and a slightly larger area outside. But I have yet to earn some extra invisible blockade that people did not fly too high.
- BillyRazOr
- Dretch
- Posts: 51
- Joined: Tue Oct 23, 2012 1:01 pm
- Location: 2, Alor Mengkudu Road, 05400 Alur Setar, Kedah, Malaysia
shitshitshit, your map is very good!!! Just like me, I don't know how to make mirrors or elevator.
I'll test for my own for making mirror. But how to make water? The players can go into brush...., like "surfaceparm trans" or what something to put the codes like create shader files...
Hope everyone can help me.
I'll test for my own for making mirror. But how to make water? The players can go into brush...., like "surfaceparm trans" or what something to put the codes like create shader files...
Hope everyone can help me.
I actually disagree and think it was really bad ^^MegaMedic wrote:Shit I saw your map yesterday and is very good. But I suggest you something. The map is very big and jetpacks are very annoying for aliens. Try to disable jetpacks from map.
1) Stupidly high rooms with absolutely no ways for aliens to get flying humans --> Some parts of the map are impossible for larger aliens to even get to.
2) Alot of relatively large textures compressed into a rather small space, making the map much harder to render than other typical maps causing fps drops
3) You need to look at the lighting in the map. Some parts are way too dark.
The worst thing though is clearly the balance, humanity is way overpowered in the map. I know you were talking about adding platforms to fix it, but tbh, you really do need to lower the height of the ceilings as well
Shit, to speed up your map try changing small brushes to detail (shift+m).
You can turn the visibility of detail brushes on/off by pressing ctrl-d.
That should result in better portal structure.
You should probably also do most of your work on a high gridsize (say 16-128) for structural brushes.
You can turn the visibility of detail brushes on/off by pressing ctrl-d.
That should result in better portal structure.
You should probably also do most of your work on a high gridsize (say 16-128) for structural brushes.
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