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Messages - Badger

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121
Turok General Discussion / Re: Lost Land Map Project
« on: January 30, 2018, 07:48:51 PM »
Thank you very much.  :feather:

If i were to do something like this again, should of made it more vintage looking as evolution's is. Kinda have a premium paint on tapestry tho, so it all works out good :P

122
General User Mods, Maps, and Content / Re: TurokDoom (Doom Mod)
« on: January 29, 2018, 10:37:27 AM »
You first need skulltag for it to work. I personally use Doom Launcher to run any doom mods.

https://zdoom.org/wiki/Doom_Launcher


Also thanks for posting this Raffine :)

123
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 28, 2018, 07:16:23 PM »
I also wanted to ask one more thing, that has been bothering me. How does one rotate stuff properly? Specially lights. I feel that in the turok 1 editor, it was very simple to do that. In this editor it is the most difficult thing ever. Specially because when i try to rotate a light, i cant do it using the manipulators. I hit space and get the rotate manipulator but it doesnt work for me. Which is very sad. How do you guys get around that?

The gyro in the T2 editor is broken :(

We gotta use the transform tab.


124
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 27, 2018, 07:12:06 PM »
^^^

I was thrown off at first cause I haven't made a singleplayer map in T2 yet. Thanks for helping us out BP.

125
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 27, 2018, 07:36:04 AM »
You're saying you've been able to playtest your map successfully? So you have it all sectored out? The ai needs sectors under it or they fall through the floor. Maybe post a screenshot of the problem ai and map so we can understand better.

126
Turok General Discussion / Lost Land Map Project
« on: January 26, 2018, 04:34:34 PM »
Hello everyone, kind of a side project that I've been working on ever since the new year started.

Been working on a somewhat canonical map of the lost land, my iteration is kind of based on the model of a flat earth.  My first inspiration to undergo this was an image of a flat earth I found on Bing:



Very wild, but the mythology it uses was too normal and bland for me, so I raised it up a notch and made a flat earth version of the Acclaim Turok universe:



I might add game boy locations later on, but i'm very satisfied with what's shown here, enjoy :)

Edit: Uncompressed version: http://www.mediafire.com/view/dfe8e6961930d58/lostlandflatearth.png

127
Turok 2 Seeds of Evil Modding/Mapping / Re: raul's modding fun
« on: January 23, 2018, 09:22:38 AM »
Dude that's quality! Photorealistic tree models in Turok man, it's almost as if it's a new game  :D

Buildings remind me of Turok 1, very beautiful.

128
Turok 2 Seeds of Evil / Re: Darkest in series?
« on: January 20, 2018, 06:52:54 PM »

129




also lol....


This was a very, very "medium rare" type map, just the way i like it. Health and ammo placement was thoughtfully placed, which avoided making things too easy or impossible. It had a nice action build up, and the enemy placement made sense.

The massive battle in the city at the end was the most fun :D



-Bugs and advices-


For some reason I could not pick these arrows up.

Be sure you sector around gaps in buildings, otherwise you can end up shooting at invisible walls, which i encountered in the cave with the ancient buildings.

 :treasure: :treasure: :treasure: :treasure: :treasure:
Place more life forces so that they lead to switches/enemy triggers and gates activated by those switches/enemy triggers. You have very large areas (which is a plus btw, it shows you worked hard on the map imo), but it isn't at all clear for the average player where to go, especially in the final area. The exit from the fortress moat and the path to the end portal especially.

*bows head*
Great job, and arigato, for listening.

130
That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick.

Glad it's solved :)

Sector height for pillars is trial and error. I usually make sure they're a couple feet higher than the pillar because that works most of the time, but I always check anyway.

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