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Forum Home > Maps & mods > ONS-IMPULZ!-HYPERCUBE
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crusha_k_roolPM
#11
Nov 11, 2010 12:40 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
And like all your first brushes does it run horrible in the beginning. And later too.

For your own sake I hope that you stayed at least at the major grid sizes in this one.
vk__PM
#12
Nov 11, 2010 1:17 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
crusha_k_rool wrote:
And like all your first brushes does it run horrible in the beginning. And later too.

For your own sake I hope that you stayed at least at the major grid sizes in this one.


Adjust it:

Not at Sektor 7 and also not at this cube

I see it major!
http://BIT.ly/VKMAPDESIGN


vk__PM
#13
Nov 11, 2010 2:18 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
I think i start over again, and make it 3x3x3, this size is to crazy, to much work this takes a year"
http://BIT.ly/VKMAPDESIGN


thomasitoPM
#14
Nov 11, 2010 3:29 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
man, as the originator of the idea to such a map as a tribute to the films it's sad I didn't see one bit of it yet... and I'm sorry I can't contribute to the making due to my limitations playing on a mac... =/


3x3x3 (as I thought of it in the first place) sounds reasonable...
3x3x2 (2 in height) and the third level just for decoration would be even better i guess, maybe it's already this way I don't know.

pegasus always artfully verbalizes my ideas and thoughts, that's amazing...
what should be doable (hopefully) is the following of his ideas:

- an occasional flickering "DARK ROOM" =P
- a water-filled room (why didn't we think of that?)
- a low-gravity/no-gravity room if that's possible to do inside a cube (what happens when u enter a tunnel / a door opens... cool stuff would be if ppl would get suck in but then again that's too much effort...
- room with automatic gun
- also, I once played on the "RMD-Server" where you get provided with alotta crazy weapons, but one thing was useful: a deployable "SENTINEL", which is basically a portable turret... would be nice to have here and add whole new tactical possibilities
- triggerable movable walls that push you into lasers (the "walls" being something like your big containers on sektor7)
- a room with a healing pool (maybe in the middle?)
- invisible walls/invisible nichés or pathways in the walls


- also, does a portable warhead exist?



so far so good, perhaps we gotta do this all over from scratch... and with "we" I mean you -.-
sorry for that. you don't need to do it, you know? just build your own maps, perhaps I will come by a windows machine in 2011 to do that myself...
7/~
vk__PM
#15
Nov 11, 2010 3:37 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
http://www.mediafire.com/?wafda5dokhcxhh1

Here it is thomas; And how was ur vacation


http://BIT.ly/VKMAPDESIGN


vk__PM
#16
Nov 11, 2010 3:57 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460





Fill inn, 3x3x3 looks not much to do many of these idea's. Also vehicles can't fit trough laser/water rooms.

Idea's
http://BIT.ly/VKMAPDESIGN


pegasus_PM
#17
Nov 11, 2010 4:30 PM
Non-member Joined: Jun 20, 2009
Posts: 234
Well, do the low-grav room if you can (I think you need to place a volume for that), the dark room and a helpful room somewhere on the 3rd floor (add a few TV monitors that show action elsewhere - not too many together though or the fps will drop like a mino from the torlan tower). Try creating the big fan/vortex danger room maybe (think that one can be done with a volume too similar to those that push raptors slowly downwards when they reach max height)?

Provide some cover in a few of the rooms too perhaps (even better if it's like crates that protrude and retract from the ground randomly!), spread out the relics in a smart/practical way as well as the vecs.
Eyes in the skies.
thomasitoPM
#18
Nov 11, 2010 4:37 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
if you really want to have no empty room at all, this could help




but maybe the middle room (where enemies most likely encounter each other) should be without any more dangers...so the "dark" room / flickering room should be there... some dude fires his rockets anyway so yall should be able to see...
besides that - there are still the EARS =D
7/~
vk__PM
#19
Nov 11, 2010 5:28 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
I am working on an toxic room, but what happens in that room?
Also how to create an Suck-inn volume? Or heavy wind that's push u away?
http://BIT.ly/VKMAPDESIGN


thomasitoPM
#20
Nov 11, 2010 5:37 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
just create a toxic sorta "moat" / trench with planks on it one has to use to not fall into the (green?) toxic water/slime and die/get hurt... but don't make it a whole slimey ground, one needs room to move. perhaps add the big vents here, positioned vertically on the walls that blow a wind from one side to another, making it even harder to get over the planks... if that wind thingy isn't possible, just leave it out...

in there you could also put a redeemer you can only get by walljumping or sth like that.
7/~
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