Edit: I've gotten permission to edit this level, so I'm going ahead with it. Should be done in the next couple of days, as most of it is already good to go.
Notes on Cidom
-Open up top wooden area
-Add rooms behind grate / SM windows
-Car beeping ambient sound
-Garages (?)
-Weapons, Health, Adrenaline
-Add Blocking volumes to SMs
-Grates
-Adjust center doors
DM-Cidom
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- DW Clan Member
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Last edited by DW_WailofSuicide on Tue Aug 07, 2007 2:54 am, edited 1 time in total.
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
Have been making some good progress on this map, and it's nearly done.
So far I've
-Added collision volumes for many SMs & turned off SM collision where appropriate
-Added corona / emitter effects to most lights, standardized light fixtures and positioning
-Aligned a lot of misaligned or asymmetrical stuff
-Altered textures, added textures in many places
-Added jumppad grates at bottom level to add to mobility
-Added or opened up the highest rooftop level
-Added interior spaces to virtually every window and replaced SM window frames with BSP
Watches
-Level Draw Error
-Window Frames on Stu's Club
-Fixing NoRain Volumes...
-Fixing Antiportals
To Do
-Add connective stairwells where appropriate
-Path new areas for monsters
-Improve skybox
-Improve edge-of-map appearance
-Improve building interior appearance (sourced lighting, furnishings)
-Additional textures, content
First playable version:
DM-INV-Cidom-A
So far I've
-Added collision volumes for many SMs & turned off SM collision where appropriate
-Added corona / emitter effects to most lights, standardized light fixtures and positioning
-Aligned a lot of misaligned or asymmetrical stuff
-Altered textures, added textures in many places
-Added jumppad grates at bottom level to add to mobility
-Added or opened up the highest rooftop level
-Added interior spaces to virtually every window and replaced SM window frames with BSP
Watches
-Level Draw Error
-Window Frames on Stu's Club
-Fixing NoRain Volumes...
-Fixing Antiportals
To Do
-Add connective stairwells where appropriate
-Path new areas for monsters
-Improve skybox
-Improve edge-of-map appearance
-Improve building interior appearance (sourced lighting, furnishings)
-Additional textures, content
First playable version:
DM-INV-Cidom-A
Just had a look and i gotta say it's looking good. IMO all that needs to be fixed is how it looks when you're at the top of the map - lots of see through walls etc at the moment. Moving around seems pretty cool with lots of hidey holes etc nice variety in fighting style, sniping, toe to toe all included. Looking forward to having a go on the server.
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- Site Admin
- Posts: 2005
- Joined: Thu Mar 23, 2006 12:00 am
- Xfire: KarmaKat
It's looking really good Wail!
Thought of something else though....may want to adjust lighting in four areas so players can more easily identify where they are on the map. I thought that the lights could be color coded in the upper areas, the lights in the floor on either side of the big air ducts that throw light upwards onto the walls in each corner of the map and/or inside of each of the rooms behind them.
Very nice work on opening up those window areas and the rollup garage door areas too. Like the sound effects in the garage door areas.
Still think you should make "player flaps" in those huge central area doors! LOL!
Possibly rethink the amount of adren you have on the lower level....I think it may be too much.
Love the EONS Sniper! Thank you!!
Can't wait to give a go on the server!
KKat

Thought of something else though....may want to adjust lighting in four areas so players can more easily identify where they are on the map. I thought that the lights could be color coded in the upper areas, the lights in the floor on either side of the big air ducts that throw light upwards onto the walls in each corner of the map and/or inside of each of the rooms behind them.
Very nice work on opening up those window areas and the rollup garage door areas too. Like the sound effects in the garage door areas.
Still think you should make "player flaps" in those huge central area doors! LOL!
Possibly rethink the amount of adren you have on the lower level....I think it may be too much.
Love the EONS Sniper! Thank you!!
Can't wait to give a go on the server!
KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
To Do
-Add connective stairwells where appropriate
-Path new areas for monsters
-Improve skybox (DM-Corrugation / BR-Skyline towers)
-Improve edge-of-map appearance
-Improve building interior appearance (sourced lighting, furnishings)
-Additional textures, content
-Redeemer, NukeL, Ripper, GL ... RL ... (?)
-Block off upper sky
-Multi, mega, ultra adrenaline (WOS Utilities 1)
-NoRain volumes on H ends, side dropdown window areas don't work...
-Music audio -1
-Lighting differentiation (?)
-Window grate texture blend
-Porky's area windows
-Jumppad sounds
-Map filesize
-Add connective stairwells where appropriate
-Path new areas for monsters
-Improve skybox (DM-Corrugation / BR-Skyline towers)
-Improve edge-of-map appearance
-Improve building interior appearance (sourced lighting, furnishings)
-Additional textures, content
-Redeemer, NukeL, Ripper, GL ... RL ... (?)
-Block off upper sky
-Multi, mega, ultra adrenaline (WOS Utilities 1)
-NoRain volumes on H ends, side dropdown window areas don't work...
-Music audio -1
-Lighting differentiation (?)
-Window grate texture blend
-Porky's area windows
-Jumppad sounds
-Map filesize