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Messages - AbyssalDragon86
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111
« on: August 22, 2016, 05:30:22 AM »
The weirdest one we've had was at the beginning of the Turok Forum. It advertised christian themed sex toys. Kinda ironic, if you think about it LOL
I guess avoiding sins can get somewhat... Frustrating. xD Out of all the ones I've seen, I don't think I recall seeing one like that... LOL!
112
« on: August 22, 2016, 03:18:55 AM »
With my experience with these bots from a few years ago, they are relentless. You can get the same IP sign up multiple times. Some even pretend to say how they like the forum (without mentioning the main subject of the forum), but they never post again. That spam makes no sense because they don't even advertise.
I have seen all kinds of spam. Weird symbols, advertising in other languages and anything about drugs such as Cialis or Viagra.
I'm not going to ask because I never had to, but I'm happy to help watch over things whenever I'm logged in, if you need it. I didn't think I was going to be this active on here, but I have. But, it's always best to have the most active posters as mods. I still have my inactive days and I'm not on here during the time I play my PS4 or PS3.
I know that Super/Global Moderators can ban, but can they view a Moderator Control Panel on this forum's format? Some admins have this setting either on or off for their mods. If it's on, the mods can do IP or E-Mail checks on suspicious accounts. I remember there use to be a Spam Decimator, but that was on vBulletin. A few mods accidentally hit the button on the wrong member when I was very active on there. I had to restore their thousands of deleted posts and their threads (a few which were important ones). I didn't have to at the time, but the forums got messed up.
That button helps instantly delete all the spam posts/threads and ban the person indefinitely, but it's a curse at the same time. Not because of the possibility of mods going rogue for whatever reason, but the simple lapse in judgement that can happen.
Don't even ask me how a mod can fail in such an epic way... xD I never allowed myself to make that mistake!
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Anyway, I don't think the questions are hard. The obvious suggestion will appear as you type it in Google.
113
« on: August 20, 2016, 10:39:36 PM »
114
« on: August 19, 2016, 09:49:59 AM »
I just finished it. Those Barons at the end kept on respawning. xD
I wanted it like this so if you mess up and don't make it over to the other edge... well you pay for your mistakes I should change it to 2 lines only so it can only spawn 4 because if you mess up a lot you could end up with 8 barons. Probably going to knock it down to two lines though 8 Barons in that tight space could be an auto death heheh thanks.
I noticed this same thing texting out my map and having a dead Cacodemon respawn if I went over the line again. xD It since for changes to spawn on a weapon pickup. I guess if I had known, I would've just hit the end switch But, I like to kill EVERY enemy that's in my sight, before I'm done!
115
« on: August 17, 2016, 04:56:54 AM »
As tricky as some of the mapping can be to figure out, it's actually quite easy to do the basic stuff.
I was thinking, we should see who can create the most outrageous and complex structures.
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Also, I was wondering how you can edit/colour textures.
Like making a black liquid in some places like in the Catacombs and also making the sky box that has the flames in blue. I can easily edit colours of textures on Photoshop, but I don't know how to get the files from the game. Maybe there could be a Textures Thread in the other forum?
I'd like to know how to create some of these.
116
« on: August 16, 2016, 03:42:48 AM »
I played Eye of The Storm and it's been a while since I played the main game. I look at the map on there and saw a lot of red line usage. When I do a new map, I'll try to make one more like the actual maps. I was going to do another Abyss theme, but I kind of have an idea called "The Woeful Monument". It's a play on the Washington Monument. xD I'm going to make more obelisk features.  It takes a lot of patience to do each little part down to the pixel, but it was worth it. I copied the other two on that, so it saved time. The big obelisk is now water texture and each step is a two pixel high increment, so it looks more pointy than the last picture, which was only one pixel. I also have Upper and Lower textures unpegged so it has a seamless look. I probably only need to do lower, but I like to be sure by unpegging both. xD EDIT:  The outside area you'll get to when grabbing the Blue Key. Also, it's the next area outside the hall with the Blue Key. The door requires the key. This area with have enemies and will lead to the next sector on the other side of the map, where you'll have to search for the Yellow Skull Key. I wanted an open area and I love this sky texture. It's have thunder and lightning! That obelisk is a copy of the other one, but raised higher and turned to an angle that's parallel to the wall or edge of The Abyss. I'm going to try a Turok inspired Lost Land Fortress by putting spiked features on the wall's outside. The candles in the hall make the walls on the opposite side (on the right of the picture) pointed and the structure gave me the idea. I also raised the obelisk ceiling height to seamlessly reach higher than the normal sky texture. I put sky texture on the sidedefs of the ceiling part I raised. But, it could be left blank, I guess.
117
« on: August 12, 2016, 06:18:43 AM »
I just finished it. Those Barons at the end kept on respawning. xD I guess because the trigger was set to all four Linedefs on each square and I crossed it a few times. I noticed when I made square triggers on my map and the enemy I killed would respawn. I finally set it to a single line and figured out how to concect weapon pickups with spawning.
Anyway, it was fun.
118
« on: August 12, 2016, 06:15:03 AM »
Good job Abyssal keep it up I would say start a new map from scratch but there is some really cool things in that map like the blue halls wth lighting is really nice so I don't reccommend that I'm actually not sure about the impassable lines thing myself but I don't think it should effect it.
Also, guys this thread just reached 20k views 
I'm going to get this done before starting a new one. The new one would be another Abyss theme, but without the map being limited to the shape of my icon. You won't really be able to see it all in the game play. Only if you view the editor. The blue halls can be easily replicated seeming that it's of my own design and how I want it. EDIT: I successfully placed a working switch on my map. I think I'm sure of the issue placing it on the wall I had tried... I need more Impassable Linedefs and absolutely nothing but a void where I want to place the switch. Seeming that was was pretty much the back of the other room's wall and apart of what use to be one room when I started, it must have caused a conflict. Also, the entire height or depth doesn't seem to matter because the middle texture worked fine.
I'll just have to redesign this whole layout and keep voids between walls. A bit of a pain in the arse, but I pretty much have the switch skill mastered. Now I can really create some puzzles. As for lifts, I should be able to get that. It looks pretty easy, although my map has more staircases.
EDIT PARTIE DEUX:

I made an Obelisk!
Also, I'm not French, so I hope my French is correct! xD
119
« on: August 11, 2016, 10:57:53 AM »
I just play the start, it looks good. I'll play it properly later on.
I see you got small green flames. As for the big green flames in the sky texture, is there any way to make them a colour that's not available on the editor? The editor doesn't have blue. Only green and regular.
120
« on: August 11, 2016, 09:20:45 AM »
Yeah, I just tried a second switch that activates the same door and got it working just like that. I think I've got this, now.
I'll have to try on my Abyss map and see if I can do it this easily. I have to remember that most of my map is deep (hence the map name) and also the fact that my rooms aren't really separated by Impassable Linedefs. I'm sure that doesn't matter, though?
I can also set a lower texture and raise the little rectangle ceiling by two scrolls, but I'll do it the way the video showed normally. All I know is that my second map will be more improved, once this is done.
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