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Theothesnopp

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Posts posted by Theothesnopp

  1. Hi!

    I need help in t3

    Im at the part where you first get to the keeper library

    I cant get into the forbidden library without the guy at the door detecting me

    and I dont know where to go next

    there are 2 places where I can go to look for some key

    the hammers and pegans want some help with their problems

    so again I dont know where to go next

     

    can someone help please

     

    uh you want to get into the forbidden library?

    heres nothing interesting there just some loot theres no quest there if thats what your trying to find.

    anyway if you want to get into the library, you go to the bottom floor then you go to the room with 3 tables (i think it was) now there is 2 of theese rooms but you go to the one with 2 bronze cups on the table and from there you go to the room where there is alot of bookcases but noones there.

     

    on the floorr just in font of one of the bookcases there is a pressure plate, step on it then a book case will swing open, and there you will see a glyph mark.

    then just go through the wall and keep going and you will get there,

     

    if you havent got the ability to open glyph marks yet then its when you first get to the library, then the first room you see. (with the tile floor) then somewere there you will se a Altar/table with a ópen book and candles over the book there should be a glyph.

     

     

    and what quest are you on? whats the next quest? cuz maybe im already telling you stuff you already know if so im sorry v_v

     

    edit: im sry if this is not very clear since my english kind of sux and i won the game for a long while ago so i dont remember to a 100 %

    edited by: New Horizon

    Spoiler Tags, just in case someone hasn't played the game yet.

     

    edit: haha oops sorry i forgot about that

  2. Just to add to how to post screenshots. This is a necessary inconvenience I'm afraid. Always load the image into a paint program, reduce it as much as possible without losing necessary detail (so, don't reduce so much we can't read important text or appreciate a view); crop away unnecessary areas to leave only the subject area where possible; save as jpg. Otherwise it takes longer for you to upload, longer for all of us to download, wastes server webspace.

     

     

    ooh sorry v_v

     

    maybe ill send links instead?

    i doo save them as jpgs but maybe imageshack changes them i dunno?

    ok ill fix them :) i could do the alt-printscreen or maybe it was ctrl- well i dunno ill try to change this in the future v_v

  3. Crop tool. Seriously, there's alot of editor in those shots.

     

    Looks pretty cool. Maybe a small floor plan if you want much inside. Stairs can take a bit of space.

     

    Would be a hard building to seal with vis-portals, so that's something to consider. Either have it as the 'back' of the wall (players can't go past, sky box is right behind it) and have an area in front for streets or whatever.

     

    I think it's cool you are using patches for corners and pipes.

     

    The last one though, the texture on all the pieces of that round edge 'room' sticking off the wall need aligned.

     

    yeah im not gonna make it able to go around, just the front takes about 600 brushes.

     

    the "room" your talking about must be the one on pic 8?

     

    align what does that mean xd my english sux sry :/.

     

    anyway i've gotta leave for bed now its 1:47 here and i have to wake up early, so goodnight for now everyone ^_^

  4. Something to remember in the future, when you post screenshots, try to adjust the brightness. Use the dodge tool in photoshop or the gimp. I think someone said that doom 3 doesn't quite get the gamma right when taking screensies.

     

    alright ill remember that :]

    its the most troublesome thing is that it save screens in tga, so i have to go manuallyconver them in paint.net :/

  5. A few things to note:
    • Pics 4,8 & 9, that torch if you go to entity editor ("N") and put on noshadows 1, that will get rid of that shadow ring. It doesn't look that realistic, and is kind of distracting.
    • It looks like you have no ambient_world light. Read this article on virtual darkness. Once you get a feel for ambient lighting, it will REALLY make a difference. Its best to try and avoid areas of the map that are pitch black, for both playability and visual effect.

    Now for what I liked :-D

    • Nice detail work, the object placement, the missing boards, that busted door.
    • I like the crumbly and missing bricks look. And the first pic, the rocky ceiling with the ivy.
    • Thats some pretty good patch work with the dirt floor rock.

    A very good start sir :rolleyes:

     

     

    i have ambient light :o

     

    its set to

     

    r:5

    g:3

    b:10 (bluish darknes looks the most awesome)

     

    if you take a look at shoot0008 you can se the door slightly,

    so its not really pitch black but its not 100% visible

     

    but the cast shadows makes things look more dark.

    so i should look more at those :)

     

    thanks for the post really :):) !

    i im gonna look at thoose torches

     

    edit: patch dirt rock floor?

    my english suck sry -_-

  6. I also like those shots, they show some very cool detail work and creativity!

     

    You'll need to try to learn how the editor works to make the areas have better performance, so that you can build some areas in such a way that will work better for making good use of visportals. Once you get a good blend of creativity and also working with the limits and practical structure, you'll be able to make GREAT playable maps!

     

     

    thanks for your post :]!

     

    yes thats what im taing on now.

    im making a city built up to be able to use more visportals so its like a test :]

     

    i tried to read through the vispotal guide in the wiki,

    but i only remember 5% of what ive read.

    so im trying to figure out most :]

  7. Theothesnapp : This is excellent! Lots of rough edges but the mission design is clearly very good indeed and that's what matters. Sorting out the flaws can be learnt but good imagination and inventiveness maybe not so you seem to have what's important to make good missions.

     

     

    Thank you!!!

    i got better critisism than expected, this just makes me wanna do more thanks alot.

    yes i need to learn alot still but if i may say so myself im kind of happy with my work.

    thanks for keeping me inspired :]

  8. I checked the map in radiant. I see you did use some visportals but most of them don't work, the visportal face should be surrounded by solid brushes only to work.

     

     

     

    About patches, patches don't have a thickness, they are transparent from one side (that side should never face the player).

     

     

    then its weird why do some parts become invisible, since they looked alright for a wile ago and then they after a while went invisible ?

     

    sorry for bad english :/

  9. Duh, thanks. It's pretty obscure, but I should've found that (needless to say I'm not very far in notpron).

     

    Hard to get a good feel for it, as my framerate is about 1-2 FPS, but it looks like a nice and interesting start. Good luck with optimization! ^_^

     

    yeah i i realized its very laggy yes :/

    its hard to find any good places to set visportals :/

    but thanks :blush:

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