STH360 (50 % done) continues elsewhere

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How come when I set the spring straight east it starts to go diagonal.
 
HYPER SONILDOW said:
Thanx royalsonic64, Hey guys I'm done with the new path in Crisis City. Hey dachies99 I'll work on the medals. Just keep workin on the Cutscene pics, The're great! I'll show a screenshot

EDIT:






Notice the holes.




sweet! I can't wait till its finished!
 
I'm now finished with the new path in crisis city.

Check out the silver medal I'll just do silver.



Notice that I'm not gonna really put it there. But I put it there just to get an idea.
 
HYPER SONILDOW said:
I'm now finished with the new path in crisis city.

Check out the silver medal

That looks cool!
I have done two more pictures and the both took awhile they are on my site now so you can see them.
 
That's actually a pretty sweet medal. Oh, and time for criticism.

I know Flame Core is still very early, so all I'll tell you is the purple texture hurt my eyes (I totally called that one).

The Crisis City alternate path was a good idea, but it's too empty some, also using the same texture like you did for the floor and ceiling? That completely threw me off.

It was a good idea to put those tall sectors at the Wave Ocean Tails segment, but I can still get around them (insert winking smiley here).

I'm guessing White Acropolis isn't any different from last beta. I didn't recognize anything new.

More later.
 
I should say something: Those ramps in White Acropolis shoot the size of the LINEDEFS, SIDEDEFS, SEGS, NODES, REJECT, and BLOCKMAP lumps through the roof. The walls look ugly, and those trees cause horrible lag. In fact, you can actually delete every BLOCKMAP lump for every map; those lumps are not needed, and those lumps make up 3.548 MB of the entire WAD. Yes, roughly 20% of your WAD is extra, unneeded data.
 
You can tell the nodebuilder in DBSRB2 to not build a BLOCKMAP, because SRB2 doesn't use BLOCKMAP for collision detection, put the -b switch at the end of the nodebuilder parameters, then delete all the BLOCKMAP lumps in your WAD.
 
HYPER SONILDOW said:
I'm now finished with the new path in crisis city.

Check out the silver medal I'll just do silver.



Notice that I'm not gonna really put it there. But I put it there just to get an idea.

Awesome medal!!
 
No you can use software. Well Opengl is pretty much like the real one. I made a software version.

Now for the BLOCKMAP LUMP thingys. Uh I don't know what the bloxkmaps will do. It might do something bad. Just leave the blockmaps where they're.

Now for Chisuun's Critism. Ok will fix.
I don't really care about the tails getting around the pillars I guess I can leave that there. I don't know what to replace the flame core wall texture with, probably just purply brown with some lines. Which path were you talking about. The First or the Second one? I will change some of the brown textures into dirt.
 
Mystic Realm has no BLOCKMAP lumps; he removed them all. BLOCKMAP lumps determine how Things collide with sectors. If there is no BLOCKMAP lump, SRB2 will just make one while the map is loading.
 
HYPER SONILDOW said:
New Cutscene Pictures on Dachies99's site.
And I am now putting on my CTF, match and co-op ideas on there as pictures.
Remember to comment on my pictures in cutscenes and level ideas so i know how to improve. The ideas can't have comments on how the pictures are done because they are just simple diagrams.
And if you have any requests for ideas, music e.g. Kingdom Valley "the water" on it's own, SFX, cutscene pictures email me or post it in a comment. That includes you Hyper Sonildow
 
Chisuun said:
Those cutscene pictures look awful. What'd you use, Paint?
I used inkscape. Unfortunately with sonic running and the annoying cutscenes with him running it,s hard to get a good picture to trace and edit.
 
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