Bardic on 12/12/2005 at 05:12
Yeah, I will deffinately need readables and things to hint that there is more that can be done in the mission. I guess when Beta testers get into it, I can decide how much to put in or leave out of the readme for the mission.
[SPOILER]I'm also thinking of counting up days or some global value for each of the different paths and have a bonus for getting all the different possibilities.[/SPOILER]
Heh, spoiler tags do seem odd in a Work in Progress thread :)
STiFU on 24/12/2005 at 10:49
Looks nice, but as i always have, I have got something to criticize this time too. :) I would set the texture scaling of that white texture to something like 0.5 because there really arent enough details if you leave it at 1. (At least it looks like it is still at 1) You could clip the wall into two parts, then leave the lower part as it is and apply ManMarbleWhite_D to the upper part whith a scaling of 0.5 . That would really look much cooler in my oppinion.
GlasWolf on 24/12/2005 at 14:24
Thanks STiFU, always happy to hear constructive criticism. I'll give it a shot.
STiFU on 25/12/2005 at 12:07
Let me see a screen... :)
242 on 3/1/2006 at 00:56
Okay. I want some new T3FM FMs, is anyone going to satisfy my fancy soon? :)
Still too few t3fm designers I guess, perhaps even fewer that it was from the start :( We should steal at least a dozen from the DromEd scene :)
demagogue on 3/1/2006 at 02:19
Wait for our computers/graphics cards to get upgraded in the foreseeable future and you may get your wish... :sweat:
Gestalt on 3/1/2006 at 06:19
I've been distracted by the acquisition of Half-Life 2 and some performance problems with the cathedral exterior. I'll get back to it, but it'll take some time before things are ready for release.
STiFU on 3/1/2006 at 09:22
I don't even think that we are not many enough. The problem is just that it takes so damn long to make a FM that looks good AND is worthplaying/not too short. I have been working on my FM since the 23.10.2005 now and i am still far away from finish. Originally it was planned as a two-part FM called "The Van Eden Estate". I had a great plot and some nice ideas. But i soon noticed that i wount be able to finish that project so i cut off a lot and redesigned the plot, although now it is no real plot anymore.
It will have to do with smugglers and contains partly a drama. I haven't thought of a new name until now. I will just wait untill it is finished. During the christmas holidays i nearly finished BSP of the Sewers, while there is still no lightning. I have absolutely no idea how i should explain that there are torches hanging around :) . I will only have to do one more building now. Then i can finally start with "Sound design" and AI-planning.
I hope to be able to finish it in about a month. But i cannot promise you anything taffers, because I am still a student and in my last year of school. I recently dropped one grade in every subject because i got addicted to editing :) . So i will need to catch up a bit now if I tink of my future.
But when i think of Komag's contest 7 it is totally clear that there are less screen published here, because it is just not allowed. My we get a list who has signed up until now? Would be really cool. This way we could see how many busy editors we have around here.
242 on 3/1/2006 at 11:35
Quote:
I don't even think that we are not many enough. The problem is just that it takes so damn long to make a FM that looks good AND is worthplaying/not too short. I have been working on my FM since the 23.10.2005 now and i am still far away from finish.
Well, compare activity in this forum and Dromed forum, clearly this one still has *much* fewer people. As for the time required, it's undestood. Even to create really good and large mission in DromEd a year or more is needed, so 23.10.2005 sounds like you just have started you mission :). I just was wondering how many really big T3 missions (something of Krellek's caliber or bigger) are developed now. I don't think there are more than a few (otherwise activity here would be more noticeable), that's the problem.