Author |
Message |
Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
|
Re: Cemetery *Beta Uploaded*
Oh, well with the spawner starting behind you, they'd sorta walk straight into you that way. That works.
|
Sat Apr 26, 2008 7:35 am |
|
|
eternjc
Joined: Sun Aug 05, 2007 7:31 pm Posts: 81
|
Re: Cemetery *Beta Uploaded*
Damn, that looks good. Maybe if you just darkened the writing and red splashes, so that it's there, but not so highly contrasted. It does add to the scene, but looks too playful right now.
Gj so far, mate!
|
Sat Apr 26, 2008 4:24 pm |
|
|
ZyreX
Joined: Tue Jul 10, 2007 1:05 pm Posts: 104 Location: manila, philippines
|
Re: Cemetery *Beta Uploaded*
Make it a little longer, the beta right now reminds me more of a battlefield than a cemetery Actually, moving brain actors can be chased by the AI, but only by the new ones, the old ones will only go to the last location of the brain actor, while the new ones will pursuit the new location, I think so, this is what I notice when I used the KMF Commander brain actor.
|
Sat Apr 26, 2008 5:18 pm |
|
|
uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
|
Re: Cemetery *Beta Uploaded*
Ok, as for the wall, I could upload a wall 'template' I made. If any of you wants to take a crack at it, be my guest. (I don't have the wall before the red & yellow additions, so I'd have to edit those out. And as you can see, there's a lot that needs to be masked.) Wall: Kept on getting resized, it's attached below. Also, the preview image is messed up, please *click* on the wall attached. Column:
|
Sat Apr 26, 2008 7:59 pm |
|
|
zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
|
Re: Cemetery *Beta Uploaded*
Not a Half-Bad base defense. Can hold back even the strongest of crobos. But, the fountain having a health bar is pretty conspicuous. Also, the beta map didn't have that nice nightime Background D: And the coffin sprites don't quite fit in. In conclusion, it could be bigger.
|
Sun Apr 27, 2008 6:29 pm |
|
|
robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
|
Re: Cemetery *Beta Uploaded*
That column has a rubbishy rubbish gradient you should really use a better shading method. Also about the wall, you can tell its tiling as there is just one dark brick that stands out. also you shouldn't make the mud part of the coffins sprite, as it always looks different to the actual mud for some reason... all that aside the map looks FANTASTIC, keep it up .
|
Sun Apr 27, 2008 6:42 pm |
|
|
uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
|
Re: Cemetery *Beta Uploaded*
@ Zalo: Yeah, I should raise the CharHeight. Thanks for pointing that out. Also, I plan to make it larger for the final version. @ Robolee: I'll try to work on some new coffin and column sprites. I told myself they would be placeholders until someone mentioned them. Thanks both for the constructive feedback.
|
Sun Apr 27, 2008 6:52 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Cemetery *Beta Uploaded*
Make the fountain not an actor. It's annoying that I have to switch through those to get to an actor. Trees should be on fire and preadded. Or they should have blood on them.
|
Sun Apr 27, 2008 8:12 pm |
|
|
Tea
|
Re: Cemetery *Beta Uploaded*
I just read it all. It sounds awesome. I'll try it and tell you what I think of the beta.
|
Sun Apr 27, 2008 9:31 pm |
|
|
Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
|
Re: Cemetery *Beta Uploaded*
Wait.. the fountain is an actor? It doesn't need to be. You can AddEmitter to any object. If you want it to gib like an actor, just use a MOSRotating.
|
Sun Apr 27, 2008 10:47 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Cemetery *Beta Uploaded*
Lord Tim wrote: Wait.. the fountain is an actor? It doesn't need to be. You can AddEmitter to any object. If you want it to gib like an actor, just use a MOSRotating. Same problem with placeable snowmakers on icelands.
|
Sun Apr 27, 2008 10:57 pm |
|
|
Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
|
Re: Cemetery *Beta Uploaded*
Roy-G-Biv wrote: Lord Tim wrote: Wait.. the fountain is an actor? It doesn't need to be. You can AddEmitter to any object. If you want it to gib like an actor, just use a MOSRotating. Same problem with placeable snowmakers on icelands. What problem? I've made snowmakers that don't need to be actors.
|
Sun Apr 27, 2008 11:26 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Cemetery *Beta Uploaded*
Lord Tim wrote: Roy-G-Biv wrote: Lord Tim wrote: Wait.. the fountain is an actor? It doesn't need to be. You can AddEmitter to any object. If you want it to gib like an actor, just use a MOSRotating. Same problem with placeable snowmakers on icelands. What problem? I've made snowmakers that don't need to be actors. Yes, but his snowmakers ARE actors.
|
Sun Apr 27, 2008 11:27 pm |
|
|
Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
|
Re: Cemetery *Beta Uploaded*
But if they weren't, there wouldn't be any problems at all, and it'd be so much easier to make.
|
Sun Apr 27, 2008 11:29 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Cemetery *Beta Uploaded*
I happened to manage to make a placeable emitter that's not an actor. It spawned team 2 crobos to serve as the third team.
And I'm going to fix the snow emitter.
|
Sun Apr 27, 2008 11:35 pm |
|
|
|