My first map DM-Examination
- }TCP{ZzCaT
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- }TCP{Snowbird
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- }TCP{ZzCaT
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- }TCP{ZzCaT
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- }TCP{Snowbird
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I just downloaded it and can not wait to jump into it. Get back at you in a few.
OK, looks great. The sky box was a good idea. It is not easy to get the textures to match right in a skybox, there is a trick though. You have to go into the textures properties and set them to TC_Clamp. They are normaly set to TC_Wrap, so that they wrap around. We can get more into that later.
The lighting is great. The doors are now lit like there are lights built into them. Nice job.
Now comes some bad stuff. I have made pictures so that you can see what I mean. You had some texture problems on the floor, and I was not sure what it was. I tried to align it, but it would not act right. I first saw that it was not an extra texture, but an extra brush, not one but three. I am not sure if you meant this to be like that, but I took them out and everything matched back up.
OK, looks great. The sky box was a good idea. It is not easy to get the textures to match right in a skybox, there is a trick though. You have to go into the textures properties and set them to TC_Clamp. They are normaly set to TC_Wrap, so that they wrap around. We can get more into that later.
The lighting is great. The doors are now lit like there are lights built into them. Nice job.
Now comes some bad stuff. I have made pictures so that you can see what I mean. You had some texture problems on the floor, and I was not sure what it was. I tried to align it, but it would not act right. I first saw that it was not an extra texture, but an extra brush, not one but three. I am not sure if you meant this to be like that, but I took them out and everything matched back up.
- }TCP{Snowbird
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Under the health vials, i marked the floor where i mean, This is a shot from wireframe mode. These are also marked, and are alittle more yellowish in color. I deleted these and the texture on the floor went normal. The textures on the back wall just have to be resized and then they fit. I will write more later. I have a doc apointment.
- }TCP{Snowbird
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A few more things that i saw. Check your pathnodes next to the stairs. There are none on the stairs and 2 on the bottom. Place at leat one on the stairs and one on the top of the stairs so that the 2 can see eachother. If the editor complains that a pathnode is too close to the edge, turn on the viewpaths option and get it as far away from the edge so that the lines are still there.
Check out the light actors and lights near the "shield Belt". Somehow they got moved and are now almost in the middle of the elevator.
One more thing. The sconces are a good touch, if you turn the collision off on them the players will not get stuck while running along the floor.
All in all a very good level.
Check out the light actors and lights near the "shield Belt". Somehow they got moved and are now almost in the middle of the elevator.
One more thing. The sconces are a good touch, if you turn the collision off on them the players will not get stuck while running along the floor.
All in all a very good level.
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- }TCP{ZzCaT
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- }TCP{Snowbird
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OK man, here it is. I changed a few things around and fxed the bright skybox so that you can not see the seems. You can still use the dark one if u like. I think you made adjustments to the sun? I did not do anything to it so the level may look alittle dark. Enjoy!!!!
Last edited by }TCP{Snowbird on Sat Apr 01, 2006 5:08 am, edited 1 time in total.
- }TCP{ZzCaT
- Posts: 1348
- Joined: Fri Dec 20, 2002 8:56 pm
- Location: Tukker Country
- }TCP{Snowbird
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- Joined: Tue Nov 22, 2005 5:09 pm
- Location: Germany
- }TCP{ZzCaT
- Posts: 1348
- Joined: Fri Dec 20, 2002 8:56 pm
- Location: Tukker Country