242 on 5/11/2005 at 12:06
Quote Posted by Ziemanskye
I'm building to the same kind of scale, but there's (so far) more ground space to move in, if that's what you mean.
I meant that rooms in Schizm were too small, it's hard to imagine how people managed to live or work there :)
Ziemanskye on 5/11/2005 at 13:20
The bed rooms were cramped, yes, but they were meant to be.
Everything else looked okay to me.
But then I'm used to unreal scale, as opposed to the spectacularly bereft of detail Thief scale (no offence to anyone meant).
Also remember Garrett has a fat ass - gaps normal people would have little to no trouble with he can't fit through, which is something Schism had a lot of trouble with (chair and table sets too close together and such).
Forgotten Spaces doesn't have that problem, yet...
But anyway - I'll build it my way, and everyone else can get on with making good missions...
242 on 6/11/2005 at 09:46
I forgot that Serge was doing sequel of The Walk, +1 upcoming FM.
ProjectX on 6/11/2005 at 12:22
I've nearly finished TDS_PX_Lighthouse, I just need to finalize (add) custom textures and zip it up.
242 on 6/11/2005 at 13:37
Quote Posted by ProjectX
I've nearly finished TDS_PX_Lighthouse, I just need to finalize (add) custom textures and zip it up.
:thumb How is map's size, is it more like Special Vintage or Krellek's or C6FM?
Ziemanskye, I don't remember seeing those vines in the game, are they custom?
Ziemanskye on 6/11/2005 at 13:42
Not custom vines, no.
Technically they're tree leaves, but I thought they looked cool growing like vines like that.
Sadly all the alpha checks are (very!) expensive, otherwise the level would be a lot more green.
ProjectX on 6/11/2005 at 14:22
Quote Posted by 242
:thumb How is map's size, is it more like Special Vintage or Krellek's or C6FM?
Mine was a C6FM, but I was too lazy to release it :p
Nice work Ziemanskye! Although, is it the angle of the shot or is that window sticking into the ceiling?
Ziemanskye on 6/11/2005 at 14:58
Bit of both - I think it's the angle of that shot, but some of the others are actually stuck into things.
Makes it look more erratic since it's meant to be underground.
And for the record - this one probably will be beta'd, since there's a lot of loose dirt/small smeshes and a lot of odd shaped brushes, so I'll want people to go BSP-hole hunting, and to complain about anywhere where movement is too awkward (I want a *little* bit of stumbling on debris)
GlasWolf on 6/11/2005 at 15:44
Quote Posted by Ziemanskye
Sadly all the alpha checks are (very!) expensive, otherwise the level would be a lot more green.
I've had an idea in mind with trees overlooking an enclosed area - would this be hopeless?
What I'm working on:
(
http://img165.imageshack.us/my.php?image=komagtut0up.jpg)
Inline Image:
http://img165.imageshack.us/img165/3030/komagtut0up.th.jpgKomag rocks. :thumb: Coming from my noob perspective, this is so much easier than Dromed. Of course I haven't tried to do anything even slightly complicated yet, so maybe I should just stop now and revel in my success...