gggmork
If you can make any sense of this post, congratulations

Posts: 2380
Registered: 06-07 |
Here's a demo of ed's map (died due to dumb mistake but shows exploit at beginning in case it wasn't intentional, but its fun like that anyway (didn't try non-exploit route much so can't compare)):
http://speedy.sh/cauX2/ed-01-uvmax-cl9-ggg.lmp
I like that eye-candy-everywhere lots of colors texturing style, like the flashing hexagons etc.
In my map, the switch raised 2 doors in scrolling player 1 dummy sectors. They constantly loop over 'floor lower to nearest floor' (and the other dummy player1 does nearest ceilings (crushing) in a longer duration loop), with 'and change texture and effect' for floor so it all eventually turns into the damaging lava of the lowest adjacent sector. You're right, I should make a bunch more radsuits and only -2 lava damage or something.
To do the architecture I just made a single complex stair-ish piece, then rotated it 45 degrees and cut out random pieces of squares out of it, then 4 way mirror pasted those squares. Then use all that as a bunch of random complexity to choose pieces from, and sort of glue pieces together mostly so they step down gradually.
And I really recommend only working with 2 sided linedefs (ie. have a big bounding square around everything then only work with lines inside that square, set that outer sector floor=ceiling really high like 2048 or whatever so it functions as a wall around everything). Its a lot easier for me to make a piece of architecture, texture it then cut it up, paste it around/connect it to stuff etc when its all 2 sided.
Last edited by gggmork on 03-24-12 at 06:21
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