[QUOTE=Profanwolf;15168110]Use [img][/img] tags for pictures :)[/QUOTE]
Done :D
do you mind if I make a video of a run through of it?
I luff it so much <3
[QUOTE=Willerin;15174549]do you mind if I make a video of a run through of it?
I luff it so much <3[/QUOTE]
Yeah! But if u upload it onto YouTube or something make sure you give me credit 4 the map ;D
of course.
Because, I'd [i]totatly[/i] be all like "Mah map"
lol.
I've just uploaded some coloured dev textures onto Garry's Mod.org check em out:D
I will be using them in the Version 2!
[url=http://www.garrysmod.org/downloads/?a=view&id=68918][img]http://www.garrysmod.org/img/?t=dll&id=68918[/img][/url]
I literally love it, it's such an adventure. I just wait for the new map! (sorry for my bad english i'm swedish)
Freakin' awesome.
I think it looks better with Dev textures, however you should make custom textures with a white Dev texture and a red Dev texture, to give it that Mirror's Edge feel. I could do this if you want.
Very good map, but quite easy once you get the pistol.
[QUOTE=.oZone;15179934]I think it looks better with Dev textures, however you should make custom textures with a white Dev texture and a red Dev texture, to give it that Mirror's Edge feel. I could do this if you want.[/QUOTE]
I've already made a red Dev texture and I'm making a white one right now. But thanks anyway :D
UPDATE: Finished the white dev texture.
Did you re-texture the map with them?
[QUOTE=.oZone;15183697]Did you re-texture the map with them?[/QUOTE]
I'm using them in version 2.
Alright, good luck. I dunno, but maybe you could use Lua to make objects fade to the red texture when you get nearby, like the actual game.
[QUOTE=.oZone;15184013]Alright, good luck. I dunno, but maybe you could use Lua to make objects fade to the red texture when you get nearby, like the actual game.[/QUOTE]
That would be cool but I have no idea how to do Lua programming.
Just lettin yous know, if you have any ideas for Version 2 your welcome to post them.
you maybe could do more high jumps in v.2 so it get's scarier, btw you maybe could do a intro like you see the map from a very high distant
Will the areas from V1 be accessible in V2?
[QUOTE=n00b1n8R;15188280]Will the areas from V1 be accessible in V2?[/QUOTE]
Nope, but I have sort of reconstructed it into the 3D Skybox:D
Add bloom (tonemap) and it wil look 10X better.
I played the map, and I must say it's really cool. Good work.
I think I'm going to try something similar. :v:
[QUOTE=ddrl46;15189830]Add bloom (tonemap) and it wil look 10X better.[/QUOTE]
I will definitely do that, thanks.
Yeah, this map inspired me as well. I've decided to make a map, entirely out of solid shades of color.
[editline]03:40AM[/editline]
[QUOTE=-Xemit-;15189750]I think you can make fading texture without programming. No-entry signs in TF2 are made entirely out of textures and they fade![/QUOTE]
Well, that involves the VMTs, and that is a type of programming, a bit similar to C++. Not very complicated, but..
Also, do you mean they fade to a different texture/color at a distance, or are just animated?
[QUOTE=.oZone;15199127]Well, that involves the VMTs, and that is a type of programming, a bit similar to C++. Not very complicated,....[/QUOTE]
I might look into it...
V2 is around the basin right? The water?
At one point, you need to see a large cruise ship get bombed and sink, then a bunch of combine charge at you.
Extra points if you make the player nearly go on it.
[QUOTE=Willerin;15202530]V2 is around the basin right? The water?
At one point, you need to see a large cruise ship get bombed and sink, then a bunch of combine charge at you.
Extra points if you make the player nearly go on it.[/QUOTE]
That would be very difficult (For Me). But I was thinking of having a crash boat near the pier that you have to get on... It would have to already be there though, you wouldn't get to see it crash into the pier.
Very nice, just beat it the other day. One note though, you should make a remake but instead of grey, dark grey and orange you should use White gray and red, like in Mirro's Edge, unless your trying to keep it your own kind of style.
WOW! Looks amazing! downloading and trying it out right now.
with so many people getting inspired by this kind of map, I think a new game mode is in order. Maybe something a little like puzzle, but with two teams, where one is slightly weakened combines who spawn at random intervals around the map, and they gain points slowly over time by holding off the runners, and the runner team starts off at maybe one or two different points on the map, with those paths maybe crossing at some point so the runners can choose which way to go, and they gain points by reaching the other end of the "track"
each team re spawning over and over again, no wait time, so it's fast paced. Having to observe someone running would wear out people's patience waaay too quickly.
Then at the end of a set time limit, say 10-15 mins, whichever team has the most points wins and the next map loads.
I DO like the dev textures a lot though, makes it feel like a sim or virtual training course or something, and it reminds me of puzzle, one of my all time fave game modes :)
There is a way to make the player camera lean built-in to the map, as if you're running. I don't know how to do it, but there's a map called gmdm_test that has it. I can upload it if you want.
[QUOTE=-Xemit-;15204298]Make it atleast that when player gets near, something explodes on it.[/QUOTE]
I will....
[QUOTE=Redsduck94;15212583]Very nice, just beat it the other day. One note though, you should make a remake but instead of grey, dark grey and orange you should use White gray and red, like in Mirro's Edge, unless your trying to keep it your own kind of style.[/QUOTE]
I have made more dev textures for version 2 including: Red, Green, Blue, Light Blue and Green, and More.
[QUOTE=Iron Herald;15213696]WOW! Looks amazing! downloading and trying it out right now.
with so many people getting inspired by this kind of map, I think a new game mode is in order. Maybe something a little like puzzle, but with two teams, where one is slightly weakened combines who spawn at random intervals around the map, and they gain points slowly over time by holding off the runners, and the runner team starts off at maybe one or two different points on the map, with those paths maybe crossing at some point so the runners can choose which way to go, and they gain points by reaching the other end of the "track"
each team re spawning over and over again, no wait time, so it's fast paced. Having to observe someone running would wear out people's patience waaay too quickly.
Then at the end of a set time limit, say 10-15 mins, whichever team has the most points wins and the next map loads.
I DO like the dev textures a lot though, makes it feel like a sim or virtual training course or something, and it reminds me of puzzle, one of my all time fave game modes :)[/QUOTE]
Later (After some more maps) I might try to make a game mode for these maps.
[QUOTE=DemonDog;15214088]There is a way to make the player camera lean built-in to the map, as if you're running.[/QUOTE]
If I do make a game mode, I could try to add that to it.
Is there any game modes to use whilst you are making your map?
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