Accessing Dead Air/Death Toll in Versus mode |
Accessing Dead Air/Death Toll in Versus mode |
Jan 16 2009, 12:48 PM
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#21
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Knight Lieutenant Group: Clan Members Posts: 824 Thank(s): 0 Points: 218 Joined: 30-December 07 From: Brighton Member No.: 54 |
Count me out
-------------------- There are 10 types of people in this world, those who understand binary and those who don't |
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Jan 16 2009, 01:24 PM
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#22
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
you dont count anyway
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Jan 16 2009, 01:27 PM
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#23
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Knight Lieutenant Group: Clan Members Posts: 989 Thank(s): 1 Points: 215 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 |
yeah!!! you don't count. we don't even know you anymore
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Jan 16 2009, 01:27 PM
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#24
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
SUCK IT 6 YOU QUEER!!!!
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Jan 16 2009, 01:43 PM
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#25
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Knight Lieutenant Group: Clan Members Posts: 824 Thank(s): 0 Points: 218 Joined: 30-December 07 From: Brighton Member No.: 54 |
No one will ever accept me for who I am
-------------------- There are 10 types of people in this world, those who understand binary and those who don't |
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Jan 16 2009, 01:48 PM
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#26
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
i tried and failed, i couldnt put up with the arse grabbing
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Jan 16 2009, 02:31 PM
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#27
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
i'm glad to see this thread didn't get derailed like usual..
as for karkand, 5, i think doing a map that everyone is familiar with, would be an easier starting point. the map might fail miserably, but everyone would learn from it and then we could do your mall idea, more seriously. doing level design and stuff like this, i've always learned the most by fucking up. its a good idea to do something you dont care as much about first and get the fuck ups out of the way...... |
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Jan 16 2009, 02:44 PM
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#28
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Knight Lieutenant Group: Clan Members Posts: 989 Thank(s): 1 Points: 215 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 |
and we can always modify it some if we don't like some parts but like others.
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Jan 16 2009, 02:51 PM
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#29
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
derailed? nice pun
i guess karkand makes sense, we need new thread with a laid out plan on whos doing what... i guess main part is waiting for the sdk tho. still shouldnt stop us from displaying/tweaking map layouts tho -------------------- |
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Jan 16 2009, 02:54 PM
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#30
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
like i said i have a rough map and some thoughts, but it all needs comments and i'm sure some people could make some of my thoughts much better with a little discussion.. i'll see about writing some of it up later
as for who is doing what, Monkey didn't answer me before when I asked him about it... I'm not sure how the SDK will work and therefore am not sure how you would split up work. I don't know how much we would reuse from L4D's existing materials (tho I would suggest using as many as possible, atleast until it gets to a playable state and we see if it's a good enough map to pursue finishing properly). also i'm not sure who is good at what... like i said i've done level creating before but it was always only me doing it, and the whole level creating process is surely MUCH more advanced now-a-days. I couldn't even tell you for sure what I'd be good at. Probably lighting would be a strong point of mine (which would be a big part of l4d level design).. not sure about others. |
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Jan 16 2009, 03:04 PM
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#31
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
yeh, we need to discuss.
have to say tho, karkand at night will look pretty cool. fyi, i have no level design experience, but i feel im at a stage where it wont be hard to get my head around/into the sdk. oh and as long as i can import objects from 3dsmax modelling wise, im sure ill be fine with that as well. of course, i could indeed be v wrong - who knows until we try -------------------- |
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Jan 16 2009, 03:53 PM
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#32
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
@Raile: The SDK contains all of the texture, brushes and objects in L4D.. The tool used for creating maps is called 'hammer' - the same tool used for all of the source game half life 2/css/team fortress etc., You can hack the Hammer to manually createa an 'orange box' mod and import all the stuff from L4D; this allows the creation of some maps before the SDK is out.
You mention level design in the mid nineties somewhere, so I'll assume you used something similar to DEU for doom, basically the tool gives you wireframe overhead, sideways, front and 3d (textured, solid etc.,) views ; you build you level like an architect would by creating walls, boxes etc., then applying textures to them. In case you're wondering Hammer looks like this: -------------------- |
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Jan 16 2009, 03:55 PM
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#33
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
wow, seems easy enough
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Jan 16 2009, 04:03 PM
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#34
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
wow, seems easy enough Sorry I have to quote this one for future reference Shopping centre (mall) idea from dawn of the dead is already being developed by some other people.. in fact there's a alpha running on our server. The main issue I have with karkand that I'm not sure we can work around is this: karkand is based on a set terrain of rolling hills, the map itself (buildings etc.,) are then plonked on this terrain. L4D has no such terrain, it is based on rooms of a set height and while may contain ramps, ladders etc., are still in essence joined rooms. To recreate some of the hills that make karkand what it is, would require a fuck load of memory and would run laggier than magik6's computer. That being said I've not actually tried this.. so for all I know such a setup might work -------------------- |
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Jan 16 2009, 04:07 PM
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#35
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
im currently quite excited to try it out
the interface doesnt seem to foreign to me we shall see though shame about the mall idea, though id like to run the alpha it possible and yes, 6's pc is a laggy pos -------------------- |
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Jan 16 2009, 05:07 PM
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#36
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Knight Lieutenant Group: Clan Members Posts: 989 Thank(s): 1 Points: 215 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 |
i've only biult one mod, but i had to do it three times. and that was for nwn2. so whatever u think i may be able to do. the nwn2 toolset doesn't look too much different than that hammer thingy.
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Jan 16 2009, 05:09 PM
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#37
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
make coffee
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Jan 16 2009, 05:20 PM
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#38
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
ok monkey, yeah that looks pretty much what i expected. what size textures can we get in there?
how does lighting work? as i dont see any lighting rigs.. or atleast anything that looks like what i expect.. as for karkand.. the rolling hills doesn't worry me. i've already put some thought into this and think it will be ok. remember, it won't be exactly the same as karkand in BF2. there's more to the feel of the map then rolling hills, and i'm confident if we can replicate the feel, then that will be good enough. i've also already thought of how karkand may need to be split up into multiple levels. but that in itself works great for bf2, as it can karkand as one campaign. more would need to be worked into this, but i still think it would work. |
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Jan 16 2009, 05:36 PM
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#39
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Knight Lieutenant Group: Clan Members Posts: 989 Thank(s): 1 Points: 215 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 |
make coffee that is one of the most impotant jobs u sure u want me in charge of it -------------------- |
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Jan 16 2009, 05:51 PM
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#40
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
im sure youll pull through
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