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Postby Phobus » Sun May 27, 2007 10:13 am

Yeah, the textures, in game, definitely appear as having the 'transparent' parts drawn in black, because in-game they look solid.
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Postby Zippy » Sun May 27, 2007 1:01 pm

Just a shot of an in progress area (lighting differences and a few texture alignments are noticably lacking).
Spoiler:
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Postby Phobus » Sun May 27, 2007 3:42 pm

And even with those notable exceptions, it still looks pretty cool. Nice stuff :)
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Postby XutaWoo » Sun May 27, 2007 6:57 pm

Reminds me of the start of DOOM 3 where you get scanned for some reason.
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Postby Tormentor667 » Mon May 28, 2007 6:45 am

That looks nice Zippy but I would use a different ceiling texture instead of this tan base one. Besides that: The whole room seems to be pretty clean and the rusty ceiling pipes could be replaced with something better imo.
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Postby Phobus » Mon May 28, 2007 10:32 am

Progress on my map has gone quite well... it's just been a case of finding the time, unfortunately. Still, I've finished all of the Scourge MAP03 and MAP02 areas now. Each has a fair bit more detail overall, and I put an extra secret in each area as well (the MAP02 one serves as a non-painful method of hopping over the lava, but it involves a bit of wall hugging and a small drop).

I've made gameplay a little harder for those areas too, but only in very specific parts, with the alteration of some monster's freedom to move, and the addition of a couple of monsters.

And now to work on the MAP01 part.
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Postby Zippy » Mon May 28, 2007 10:12 pm

Tormentor667 wrote:but I would use a different ceiling texture instead of this tan base one
When I do the lighting, there's probably going to be some changes to the ceiling to add lighting fixtures. I kind of like the tan tiled ceiling, though. I'll look at other textures.
Tormentor667 wrote:The whole room seems to be pretty clean and the rusty ceiling pipes could be replaced with something better imo.
They're not pipes. They're... umm... well... I don't know what the hell they are. They're decorations. Noted, though.
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Postby Nuke em » Tue May 29, 2007 8:06 am

Mapper's Damnable Block! Argh, I hate it! :puke:
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Postby Shadelight » Tue May 29, 2007 7:10 pm

I hate it more. :(
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Postby Penguinator » Tue May 29, 2007 7:53 pm

Are we going to implement a nifty looking hudmessage somewhere on the screen to say who's map you are playing on, or our we going to do something simpler(i.e. Through map name, the bubble letter on automap)?
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Postby Kirby » Tue May 29, 2007 9:43 pm

I think we could create a simple hudmessage script that all mappers could simply input into their maps with the correct lines filled in to give the player info. Sounds simple enough. In fact, I could probably do it....

*gets to work*
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Postby Tormentor667 » Wed May 30, 2007 2:53 am

That should do the job:
Code: Select allExpand view
//Intro Text
script 669 OPEN
{
       
        SetHudSize(640, 400, 0);
        Setfont("dbigfont");
      Hudmessage(s:"Map Title";
      HUDMSG_FADEOUT, 0, CR_WHITE, 320.4, 190.0, 3.5, 1.0);
      Setfont("smallfont");
      Hudmessage(s:"Mapper(s)";
      HUDMSG_FADEOUT, 0, CR_RED, 320.4, 205.0, 3.5, 1.0);
}
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Postby Phobus » Wed May 30, 2007 3:13 am

I was kind of expecting that to go on the intermission screen, to be honest...
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Postby Tormentor667 » Wed May 30, 2007 4:19 am

http://www.iphpbb.com/board/index.php?n ... 395nx94037

@Kirby - After registration you will get admin rights, just let me know when that happens ;)
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Postby Zippy » Wed May 30, 2007 9:56 am

Phobus wrote:I was kind of expecting that to go on the intermission screen, to be honest...
Yeah, I think we'll have to figure out the name thing again towards the end, depending on things like if we decide to put together an intermap, etc.
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