DXMP_StrangeDocks

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chin.democ.
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Re: DXMP_StrangeDocks

Post by chin.democ. »

I love the lights you've put in, the problem I have with it now is the really dark spots, people will undoubtedly abuse these areas by camping in them with rifles. Personally I use a blueish light to "make" night time scenes (acting like moonlight) as really for a multiplayer map even the dark areas must be lit to some degree.

If you look at DXMP_Amtrak there's only one little area that is very dark and yet it's enough for several people to abuse. Although admittedly I can't really see very well from your video as it's extremely dark on my screen. You can get some nice moonlight effects mixing in with your regular lights, you can go for a light blue, dark blue or almost a purple colour for good moonlight effects.
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[FGS]Kalman
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

I'll reupload it in HD, it will take some mins
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Re: DXMP_StrangeDocks

Post by -Majin- »

So you changing it to night time? Ima def camp in the water (: as soon as I find a grenade :)
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ShadowRunner
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Re: DXMP_StrangeDocks

Post by ShadowRunner »

Great stuff.

Just one thing. You can't texture movers. You need to retexture the original brush/es and then make it/them a mover again.

Majin, you're talking about Horizon Beach I think. It's my favourite Godz map, besides EpionOutcast's "Ship". Uses the liberty island music and it's very moody. Has 20mm cannons in the fort. On the beach there is a hole with a MIB and some 20mm inside, you can shell the fort from the hole. Also some breakable walls in other tunnels between the beach and fort.

It reminds me very much somehow of the movie "Apocalypse Now".
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Re: DXMP_StrangeDocks

Post by Poor »

ShadowRunner wrote: Just one thing. You can't texture movers. You need to retexture the original brush/es and then make it/them a mover again.
Doesn't the "Show Polys" in the Mover menu allow you to change the textures?
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Re: DXMP_StrangeDocks

Post by -Majin- »

Lol no one could kill me in horizon beach.. I was a ninja in the water and as soon as I find a few nades ima build my wall lol anyways I can't wait until it's done.. Post some screenies I'm Havin too many wet dreams about this :smt020 :wink2: :smt021 :smt022 :smt024
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Re: DXMP_StrangeDocks

Post by ~][FGS][Nobody~ »

Poor wrote:
ShadowRunner wrote: Just one thing. You can't texture movers. You need to retexture the original brush/es and then make it/them a mover again.
Doesn't the "Show Polys" in the Mover menu allow you to change the textures?
Movers remain wireframes, afaik.
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Re: DXMP_StrangeDocks

Post by Poor »

Maybe it's that way in UnrealEd 1. I know for a fact that you can change mover textures in UnrealEd 2.
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Re: DXMP_StrangeDocks

Post by ~][FGS][Nobody~ »

I can't speak for UnrealED2 or whatever it is. It wasn't designed for DX and also works that way. :ney:
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ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting :)
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
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Re: DXMP_StrangeDocks

Post by ShadowRunner »

I think it's why you see in DX maps there are always Workboxes containing elevator brushes and cabinets outside the map.

Would have been fun to see their faces when told that JC wasn't going to fight for Unatco anymore, only NSF.
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

So what do u think?
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Re: DXMP_StrangeDocks

Post by ShadowRunner »

I haven't seen the night version. I want to see it!
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

I'll post as soon as I arrive home, I'm in Vlahita, about 800 km away from my maps
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Re: DXMP_StrangeDocks

Post by ShadowRunner »

If I reply unnecessarily and say "ok cool", then I've bumped it for you to attach night version...
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Re: DXMP_StrangeDocks

Post by [FGS]Kalman »

Ok, so here you are, I hope I didn't forget anything
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