DXMP_StrangeDocks
- [FGS]Kalman
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Re: DXMP_StrangeDocks
Ye, I noticed it lol
You can open the trapdoor without die, just don't get too close
You can open the trapdoor without die, just don't get too close
- chin.democ.
- chinny!
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Re: DXMP_StrangeDocks
Yeah I managed to open without dying i fell down the ladder as Chees was right behind me on the ladder eheh.
- ShadowRunner
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Re: DXMP_StrangeDocks
OMG DID YOU RIDE THE CONVEYOR BELT?
awesome Kalman, now go make some half-life levels lol...
awesome Kalman, now go make some half-life levels lol...
- [FGS]Kalman
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Re: DXMP_StrangeDocks
It was the hardest to make, until I realized single cube brushes can be zones
- [FGS]Kalman
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Re: DXMP_StrangeDocks
Fixed the BSP hole, TNTs
Are there any other bugs?
Are there any other bugs?
- chin.democ.
- chinny!
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Re: DXMP_StrangeDocks
There's glass just after where you take the lift up, and perhaps place the barrels (that are on the roof) much closer to your mover that falls down as right now it can be activated by shooting the mover itself and not the barrels. Another thing is the volume of the ambient sounds, especially noticeable where the main warehouse entrance is, it can be very overpowering to my not so young ears!
- [FGS]Kalman
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Re: DXMP_StrangeDocks
Oh ye, ambient sound, I noticed it too, but forgot it (almost blew up my head and broke the windows with my subwoofers)
That glass is the glass of fire extinguisher's container, just forgot to rebuild
That glass is the glass of fire extinguisher's container, just forgot to rebuild

- chin.democ.
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Re: DXMP_StrangeDocks
Hahaha @ the subwoofer comment, yeah I missed the glass the first time around it's one of those things that's so easy to miss. 

- [FGS]Kalman
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Re: DXMP_StrangeDocks
Can anyone help me with some feedback about StrangeDocks? 
I fixed the BSP hole, made a second route, deleted one big room (and I had to delete the conveyor belt too, but I think nobody used it), lowered the volume of ambientsounds and fixed some texturing error
Maybe I'll move the TNT on the roof back

I fixed the BSP hole, made a second route, deleted one big room (and I had to delete the conveyor belt too, but I think nobody used it), lowered the volume of ambientsounds and fixed some texturing error
Maybe I'll move the TNT on the roof back

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Re: DXMP_StrangeDocks
i think you should change the lights in the big rooms, they were insane bright last time i played on this map.
you could try doing a bright off-white-ish yellow sort of 256 x 256 texture and put it on some Unlit tube brushes for sourced lighting.
if you wanna keep that flat panel of there you could turn it into a hanging catwalk, just a suggestion. try adding moar roomz tho, like on the other side to the corridor with the windows - i'm thinking like NSF Helicopter Base style! rooms on either side.
semi-solid crates are a good addition, like the ones in DXMP_Stalkyard.
it's up to you tho innit!
you could try doing a bright off-white-ish yellow sort of 256 x 256 texture and put it on some Unlit tube brushes for sourced lighting.

if you wanna keep that flat panel of there you could turn it into a hanging catwalk, just a suggestion. try adding moar roomz tho, like on the other side to the corridor with the windows - i'm thinking like NSF Helicopter Base style! rooms on either side.
semi-solid crates are a good addition, like the ones in DXMP_Stalkyard.
it's up to you tho innit!
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
- chin.democ.
- chinny!
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Re: DXMP_StrangeDocks
I would shorten the pier a little too, maybe add a security hut somewhere in the outdoor section, perhaps some more fencing would be cool.
Re: DXMP_StrangeDocks
This map hurts my eyes 

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- [DXA]avatar
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Re: DXMP_StrangeDocks
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO(and I had to delete the conveyor belt too, but I think nobody used it),

~][FGS][Nobody~avatar, I'm gonna HUNT you down with my FGS-Sentinels! :P
- ShadowRunner
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Re: DXMP_StrangeDocks
+1[DXA]avatar wrote:NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO(and I had to delete the conveyor belt too, but I think nobody used it),
Conveyor belt re-add it I think.
I like this map. I prefer the darker version. Apart from the crane and back spawnroom to roof, gameplay is a bit flat. In the warehouse, there could be more ways to go higher or lower than the floor. I'm not saying do it, but it is what I would do perhaps. Otherwise I like this map... strange.
One thing someone mentioned to me, is the same as Lighthouse map too... you make very detailed breakables, but you place explosives very close to it, so in a 20 minute game, maybe 90% of players never saw the windows. Just minor things, otherwise I do like this map, it's fun.
- [FGS]Kalman
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Re: DXMP_StrangeDocks
Oh, rollback deleted my post.
I'll add the conveyor belt again + I extend it, but it seems that I can't use the method I used in the previous beta. DJ, can I use your JumpPads from FGSXmas?
I'll add the conveyor belt again + I extend it, but it seems that I can't use the method I used in the previous beta. DJ, can I use your JumpPads from FGSXmas?