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Everything posted by MUG
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I suck at photoshop, so thought I would ask here before resorting to making my own. I need a couple of signs that will direct players to bomb sites in my upcoming map SD_tatooine. here are the signs I need: A A -> <- A (Written in green) and B B -> <- B (Written in yellow) preferably it should look like writing on metal. I don't mind what style you go with, it could look like someone has spray painted it, like it was printed, or whatever. The images need to be jpgs, any size is fine, I will adjust them to make the game use them as textures. Obviously, I will give you credit in the readme and such. Anyone up for it?
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I don't really know my way around the base effects. Is there a big explosion somewhere? If not, does anyone fancy making one for SD_tatooine?
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Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
Got all the mechanics and objectives done. Now I'm just adding sound effects and other last touches. -
it emails you.
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top right. "follow this topic" Its what happens when you request server info (such as when browsing the server list)
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- 6 comments
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- New Animations and Stances
- New HUD or Console
- (and 2 more)
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Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
It's so much more horrifying than that elevator. -
Release dates are always a bitch. I would sympaphise, if it wasn't for fact that after all your mess with the launch, the game crashes on start up, and I still can't try it out xD
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not sure, I dont know the extend of what can be done with a menu file.
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Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
A SECOND TOWER OF ENTITIES: That's the bomb timer. The map is close to finished now =D -
Working on Search and Destroy. Ideally, I need the map to restart (like when /map_restart is used) at the end of a round. Can this be done via a script? Or am I again missing an obvious map entity? I know I can use an entity to reload the map, but I'd rather not force a loading screen every round.
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Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
Bit more to it than that. As you go through one of those gun-gates you are shoved out. If you try to go back through any gate backwards you are pushed away, so you cant take a second gun from each row. -
Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
I've been at it all day with various versions of it that didn't work because I was being retarded xD That final lot took a couple of hours to sort out T_T -
Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
I've been working on the game logic entities that will make the objectives work. Here is just some of the entities that handle starting the match and counting down the first timer: Next I need to make roughly that many again for the bomb timer for once one is armed, and then a bunch more to join that lot together with what already exists. Kill me now. Also: i see... Dare I ask why? -
Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
Well, I assure you, if you try and use mines against someone with a gun, you will get killed instantly with my settings. -
Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
you get three mines. Good luck spamming them. -
Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
Kinda like siege, but less awkward, and with more fun =P -
Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
i swear, it wasn't on my right click list 5 minuted ago xD -
Released "Search and Destroy" Gametype and "SD_Tatooine"
MUG replied to MUG's topic in WIPs, Teasers & Releases
Its just a web of interconnected triggers, relays, target_activate/deactivates and the like. I'm working on the timer stuff atm, cant find any solid way of crating and actual timer without doing weird stuff atm however. Am I missing some kind of obvious timer entity? -
I might uh, knock together a better set of team colours for Cael before next Sunday, as he is a bit hard to tell =P
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I think my mapping process is a little different to most. I usually sketch out a layout plan, but very rarely actually know exactly what I want each area of the map to look like before I open radiant. From there I either just start making the first area, and that will generally dictate how the rest of the map ends up looking. Alternatively I will sometimes block out the rough shape of the areas and gradually add detail to all of it. Either way, I will go over the map several times after I have each area built and add more details. So I guess I largely just design as I go.
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As I understand it you can add menu elements to the HUD however you please. But obviously, you can only actually display things that are already capable of being displayed.
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- 4 comments
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- Hydroball
- Mod Specific
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(and 2 more)
Tagged with:
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http://soundcloud.com/jordanjhowell/lorem-ipsum I hope some of you get it =P