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Forum Home > Maps & mods > ONS-VK's Playground[NV]
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vk__PM
#31
Dec 12, 2010 1:42 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
The filesize caused by onsspecials and relics. Some part of osmt, but foib don't like mylevel such files.

The creatures are not bringing more to the map, i should remove them except the tiny poop monsters.

Jup i know is missed some and 1 trash relic at center.

The sliding doors are not to improve the gameplay but for cross-shoot, i didn't place a flat static mesh, because it doesnt realy belong there, those doors fit's the scene, no?

Secret paths? U mean from below behind the plants. They are new wich bring new idea's for node setup.

My skillz are much better than 6 months ago, and i still got so much to learn on bsp tricks, collisions. In the qube map i learned much and new things with all special effects, i thought; nice and easy to build map, in fact the hardest i settled my fingers on. U will be suprised in different ways (not sure u like it, it will be hate it/love it map)

edit: the hp on these flying monsters are not random i picked 5 health vials, there is no limit.
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Dec 12, 2010 1:48 PM
vk__PM
#32
Dec 25, 2010 12:46 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
New version:


New node places. With new link setup
New corridors with rivers.
New core corridor
Brighten up the map with some new visuals.

http://www.mediafire.com/?g0vasbc5i95k792
http://BIT.ly/VKMAPDESIGN


pegasus_PM
#33
Dec 25, 2010 3:42 PM
Non-member Joined: Jun 20, 2009
Posts: 234
Offline testing comments:

Filesize increased (24megs now), radar image fixed, I like the (biojump abusable) deemer platform idea, but I'm not sure tucking the cores even further in is a move in the right direction. Also, those new ceiling lights you've placed in the main hall and above the outer primaries create some massively blinding (as in annoying) coronas. As for the new node placement/setup, more (online) testing is required to reach a verdict IMO.

Aside from these, I found that, strangely, most of my comments about the previous version of this map still stand :/.
Eyes in the skies.
vk__PM
#34
Dec 25, 2010 5:20 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Don't like the coronas? :/ I thought its a nice extra visual, the outside.

The deemer spot is a good thing, i'm happy u find it also a good thing ^^ U don't need a bio of shield jump, look closer.

Please post a few what is for u important things thats needs change.

U give me an entire list wich is not reachable to do-list.
http://BIT.ly/VKMAPDESIGN


vk__PM
#35
Dec 30, 2010 1:28 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Update:

New visials, new rivers.

Added Big o Kegg health and Supershield to upper corridor.
Added 2 ladder on each side, to access the front primary node.
Optimized some textures, added collisions for giant doors.
Removed some boxes.
Deleted Relic weapon speed.
Removed all monsters.


http://www.mediafire.com/?59mi69t65nfvq6n
http://BIT.ly/VKMAPDESIGN


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