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Build shots from DXSG_Abydos


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ShadowRunner
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- Postby ShadowRunner » 08 Jun 2008, 09:13


The advantages of Zats are that neither precise aiming nor reloading is necessary, as well as its capability to merely stun a target. Zat blasts also have the advantage of being immediately incapacitating, whereas a staff weapon or projectile hit to an extremity will not necessarily prevent a target from firing back. Zats have also been used on occasion to disable or destroy electronic equipment.


some challenges there... a weapon with variable force is hard to replicate in MP? How can u stun without killing? And it must be flat and then become erect (lol) and then flat again when not in use... and attack turrets, cameras etc...


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- Postby chin.democ. » 08 Jun 2008, 11:01


I have absolutely no idea of what you people are talking about :smt043


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- Postby ~[FGS]Próphèt~ » 08 Jun 2008, 11:16


ShadowRunner wrote:
The advantages of Zats are that neither precise aiming nor reloading is necessary, as well as its capability to merely stun a target. Zat blasts also have the advantage of being immediately incapacitating, whereas a staff weapon or projectile hit to an extremity will not necessarily prevent a target from firing back. Zats have also been used on occasion to disable or destroy electronic equipment.


some challenges there... a weapon with variable force is hard to replicate in MP? How can u stun without killing? And it must be flat and then become erect (lol) and then flat again when not in use... and attack turrets, cameras etc...


movement: something like dts (if you could make it so it comes out when you want to)
attack: something like the prod in SP, where you can paralize your enemy, a second hit would kill it.


ShadowRunner
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- Postby ShadowRunner » 08 Jun 2008, 13:43


Image
Haven't made a sky that I am happy with yet.

This is the simple DHD. I will add the red ball, sized down, from the ring transporter...(I am making a detailed DHD, using a different texture. I will attempt to make glyphs into movers, but will continue this after the beta is released.)
Image

This is the map room so far. I could make giant jaffa warrior statues...
Image
Image

This is an ante-room of the map room, you will need a code or to find the lock...
Image

A ring transporter room so far
Image

A long dark windy corridor with some secrets...perhaps a giant ball will come rolling behind you...perhaps there is a door...
Image


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- Postby ~][FGS][Nobody~ » 08 Jun 2008, 15:34


I'd say a giant ball :P
To the DHD... once, I though about making a DHD too, but so many movers at one place might screw up. :?


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- Postby chin.democ. » 08 Jun 2008, 17:33


Awesome shots shadow, who's working on this project?


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- Postby ShadowRunner » 08 Jun 2008, 17:44


Umm well I will stick the map unfinished on server tonight... and if anyone has any good ideas then great.

I thought we should sit down and plan the next communal map...

interactive DHD is a waste of time I agree, in multiplayer that is anyway...

Giant Ball? I am not sure how to make it roll and move, set it rotating I suppose... that would be funny

bCrushWhenEncroach=True

muahaha


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- Postby chin.democ. » 08 Jun 2008, 17:55


Cool, we should get a beta of Nexus up soon too...


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- Postby ShadowRunner » 08 Jun 2008, 18:28


When can u sandwich the two halves? Bearing in mind I have to give u the dummy mtl, cos my half of the map has ring transporters... I could delete the RT I guess...but I think its already loaded... so u might as well have the dummy MTL so u can edit the map once I finished my bits and done some movers etc... So 1. Sandwich 2. Back to me 3. Back to you 4. Host beta0

Also until we figure the timing of the airlocks and shuttle ride... the players can get bugs outside the base etc...

I dont know if Jon left DX, or Jon is finishing the Vandenberg map or not.

What map are we do next?

Aztec?

I think it should be one with two gates again... at least... and this time make the wormhole effect/tunnel...


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- Postby ~ » 08 Jun 2008, 20:17


well i noticed some UT textures in that package.


Image


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ShadowRunner
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- Postby ShadowRunner » 08 Jun 2008, 22:18


From UT and from Unreal 2: The Awakening thx to anihex.

Decayed utx, ancient utx, playership utx, skaarg utx, queen utx etc...

A decent image for the sky/backdrop is proving hard. Getting one with nice sky, right colour sand, right quality is hard...

off-topic, I'll update your map on server tonight.




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