[WIP] LC_Iceworld

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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Wed Jan 06, 2010 11:49 am

I'm afraid that placing teles on walls would screw up looks totally. Trigger_teleports are really small now, so there's minimal probability that you'll teleport yourself occasionally while fleeing or chasing someone.
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Re: [WIP] LC_Iceworld

Postby C.Brutail » Wed Jan 06, 2010 4:09 pm

Looking good with the rtlights! And yes, don't worry, it's a very hardware eater thing, it's realy ment to be an on over the edge eye candy for those who have the machine to handle it (but that doesn't meant you shouldn't use it!).
I just love this part:

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But imho some rtloghts are still missing here:

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and here:

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Re: [WIP] LC_Iceworld

Postby Sepelio » Wed Jan 06, 2010 4:20 pm

I think a replacement of sorts for those jump pad textures is needed if possible. The map looks great other than those. Also you might want to try and embed them into the ground rather than having them sitting above as they are now.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Wed Jan 06, 2010 4:38 pm

I couldn't add more rtlights here or make these ones more intense; for transparent texture that I use on spikes cause Nexuiz lag really hard when dynamic lights drop on it.
I've added static lights above border pads, after compile will try to add rtlights as well and see what will come out.
In general, I like pads as they are now. Thinking of how they would look as just a circles in ground I dislike it. But I'll make them look a bit more complex.
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Re: [WIP] LC_Iceworld

Postby [-z-] » Wed Jan 06, 2010 9:02 pm

the minsta guys are going to love this.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Wed Jan 06, 2010 10:21 pm

Maybe it's because I am Minsta one too.
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Re: [WIP] LC_Iceworld

Postby Lord Canistra » Thu Jan 07, 2010 4:24 pm

Replaced some weapons, added new rt/lights & waypoints. Everything is included now (I wanna think so ><).
Link :: http://omploader.org/vMzZudg/LC_Iceworld.pk3

Map, um... screenshot is also updated now.
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Re: [WIP] LC_Iceworld

Postby C.Brutail » Thu Jan 07, 2010 9:21 pm

Excellent! Though there are still too much cells in a pack :P

Do you know hwat would kick ass?

This:

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Don't worry about the lighting, it's just a dull test compile from me. Or better to say, this happens if you don't add the external lightmaps to the package ;)

Here are my changes in map format: just copy paste them into the original map in radiant, if you happen to like this little change. You'll need a full recompile though, as I've added new brushes too.

http://pastebin.com/f27fb28b1
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Re: [WIP] LC_Iceworld

Postby Sepelio » Thu Jan 07, 2010 10:05 pm

Thats a great idea! Not nearly enough people use the lasers yet :D
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Re: [WIP] LC_Iceworld

Postby Samual » Fri Jan 08, 2010 6:50 am

I really do like this map quite a lot, I can't wait to test the latest revision tomorrow (I'm on my laptop right now). Speaking of revisions....... If you're posting multiple downloads for the same map, it is a VERY good idea to mark the map with *_rX, where X = revision number (That means for all files with this name, btw... Including the bsp and etc.) This is very useful for those especially who are testing your map and attempting to give feedback, or simply keeping track of the changes between the maps.

Anyway, back to liking this map a lot. I wonder how it would work as a 1v1 map since there really isn't many places to hide. Actually, this map reminds me a lot of shipment from CoD4... Could be very interesting. Also: Since Nexuiz could really use some good DM/1v1 maps, I don't see why it would be a bad idea to include this map as long as everything with it is GPL. I'll have to ask morfars' opinion on that next time I see him on IRC. ;)
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