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Moonbo

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Everything posted by Moonbo

  1. You mean hit "F" and then select the face and then use the mouse to drag to the right size?
  2. Ah, okay, then I'll use the "moving" texture just to be safe and lower the shaderparm down. Thanks!
  3. @Obs, well I want the not-moving lava, but if only the moving one is available in 2.0 then I don't have much choice .
  4. Gotcha. The specific texture that Sotha used was "lava_moving". Can I use "lava", or does it have to be the exact same texture?
  5. Okay, I opened up beleaguered fence and found it, but it's in the "hell" texture family, which I assume is D3 stock. Is there a replacement for 2.0?
  6. Is there a lava texture that comes with TDM? I don't see any in water_source.
  7. Wait, TDM has mages that shoot projectiles? How does one set that up?
  8. Ah well...guess I'd better start knocking around the Free Music Archive for some replacements :-(. I have a composer friend I might ask too.
  9. As I've built my level, I taken inspiration from the Thief FM community and have been using custom ambient loops where I couldn't find an appropriate track in the vanilla TDM package. I did this (like Thief FMs) by taking snippets from existing ambient music tracks and turning them into loops. Now, the original tracks are not public domain and were about 8 minutes long, of which I've taken ~45 second clips to use for my loop. In one case I'm using a 10 second snippet of a track that's 30 minutes long. I know from earlier threads (which I read with a sinking feeling in my stomach) that using copyrighted music is basically verboten if you want to be hosted on the official TDM mirrors, but I was wondering if there is some possible exception for relatively small snippets under some concept of Fair Use. What do you guys think? Do I just have to scrap those tracks?
  10. Yep, Springheel was right, something is wrong with my Doom3 install. I tried running D3 and it wouldn't boot up. Let me do a clean install and if you don't hear back from me then it worked :-).
  11. So I decided to play a FM on my desktop today and suddenly there are no dynamic lights in any of the maps. Ambient lights work fine, but all torches show no light and there are black boxes where the torch smoke should be. I didn't do anything that I can think of that would have caused this...
  12. Thanks for the feedback all! I'll go ahead and try lower the radius of the lights, add some more detail, and cut back a little on the texture variety and see how it goes :-).
  13. *sigh*, I've basically finished making the next section of the level (second to last part to map!), but I'm not really happy with how it looks. Something is off about it, but for the life of me I can't figure out what. Maybe the textures, maybe the lighting, or maybe I've just stared at it too long, and after adding some decals and the AI it will look fine. Anyways your thoughts and crits are appreciated as always.
  14. Make sure to target the entity to the player start first.
  15. Hrm, looks like I'll miss the deadline w/ my map too. At the pace I'm going, it'll probably be out at the end of August. Maybe I should submit it to one of the TTLG contests :-P.
  16. I would suggest having the sceptre act as a key so that you need to use it to "unlock" the teleportation effect. Either that or you could use stim response and have the player rub the sceptre against some object to trigger the teleport You can use the "wait" spawnarg on a trigger relay to delay the teleport while the sound plays. Let me know if that makes sense :-).
  17. The simplest way to do this is to use the entity called "info_player_teleport". Put it in your map at the location and angle you want the player to teleport to, and then make the entity's target the player start (should be called "info_player_start_1" by default). Now when you trigger the entity the player should be teleported to it. This only works for moving the player, if you want to teleport other entities you need to use an atdm:teleport entity.
  18. Haha, nice. I tell you whenever I see anything like that I just shake my head and think "I'll never get that good.".
  19. Just a quick update. Based on Obs and Sotha's feedback I put in a two niches, though it's hard to tell with the current lighting: And since Melan liked the the basic layout I went ahead and built its bigger brother : I still need to add in a few more details (light beams, dust, decals) and better lighting, but I'm happy with how it turned out. I was having a serious case of mappers block which prompted yesterday's post, but thanks to you guys and all the back and forth I think I've been cured (for now ). Again, thanks for taking the time to respond, I really appreciate it!
  20. Thanks for the feeback guys. With both Obs and Melan saying the shot reminds them of dromed...do you guys have any suggestions for how to make it a bit less retro? @Sotha, hm, okay I might try making some arched niches. @Obs, The screenshot is from my laptop and it's about accurate to what the performance is on that machine. On a desktop though the performance is better. @Melan, I actually don't remember seeing those rooms in Disoriented :-O, I guess I wasn't being observant. I think I got initially inspired with the whole light from the ceiling by playing 7SoM (where it's harder to avoid :-P). I'll tell you though, I'm always opening up RttC and Fisaco on Fauchard to see how you did things, really masterpieces!
  21. Just a quick snapshot of a room I completed today. I'm worried that the walls are lacking in detail, but that might just come from me staring at it too long...what do you guys think?
  22. Hey Tr00pertj, I played Solar Escape and thought it was pretty fun. The good points were: 1) Solid fundamentals: everything worked well, from the level construction, to the AI pathing, to the lighting, to the item placement. 2) Hint of something larger: I enjoyed reading Creep's journal (even if it was a little dense) and the feeling that there was more going on than just what was in the four corners of the level. The constructive crits I have are: 1) Sound and sound propagation: Like SirTaff mentioned, there was a noticeable the lack of ambient music and sounds which made the world feel much more stale that it otherwise would have. Also, because the house had transparent windows, all the visportals between the house and the street were always open. This meant that if I made even a little bit of noise anywhere in the house, then the guard outside would instantly go on alert. This was really frustrating. 2) Level progression: this might just me being dense, but I got stuck. After finding the secret door, I couldn't find the key to unlock the chest and thus couldn't progress. Also, while the cave section with Creep's victim was a really nice touch, the sewer after it seemed like dead space. Perhaps if it looped under the house to allow for another way in then it wouldn't seem out of place. Anyways overall I liked the FM, please keep making them and I'll keep playing them!
  23. I think there's a water entity that is just for murky water. Maybe you're using the wrong entity?
  24. You might try teleporting the fs in then. I've done that a few times and it works pretty well.
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