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Ragnaros
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Post subject: bx_Lab (beta) Posted: Mon 18 Jan 2010, 03:06 |
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Joined: Tue 08 Sep 2009, 02:25 Posts: 1928 Location: Moscow, Russia
Gender: Male
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 03:07 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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Ragnaros
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 04:03 |
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Joined: Tue 08 Sep 2009, 02:25 Posts: 1928 Location: Moscow, Russia
Gender: Male
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The first test was awesome!  ill fix some bugs later
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 04:32 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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it will be good.also rebels spawn zone(boxex) and tomorrov will be second test with your mod
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Ragnaros
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 04:45 |
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Joined: Tue 08 Sep 2009, 02:25 Posts: 1928 Location: Moscow, Russia
Gender: Male
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 rly? cool isnt it a bit too small?
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Last edited by Ragnaros on Mon 18 Jan 2010, 07:32, edited 1 time in total.
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Ragnaros
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 05:57 |
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Joined: Tue 08 Sep 2009, 02:25 Posts: 1928 Location: Moscow, Russia
Gender: Male
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File comment: NEW VERSION
bx_Lab.zip [5.94 KiB]
Downloaded 124 times
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 06:26 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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пусть такой и остается не увеличивай карту
Fine as it is. Dont make is bigger. Phrst.
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Phrst
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 07:29 |
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Joined: Thu 18 Jun 2009, 03:41 Posts: 657 Location: Herndon, VA
Gender: Male
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Russian Forums - Russian language. Eng Forums - Eng language.
Map definitely has potential, tho it doesn't look like a Lab to me, more like an hangar stuffed with crap. Right now it's just a whole bunch of things to hide behind. Love the security booth on the road.
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 17:39 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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Ragnaros
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Post subject: Re: bx_Lab (beta) Posted: Mon 18 Jan 2010, 20:47 |
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Joined: Tue 08 Sep 2009, 02:25 Posts: 1928 Location: Moscow, Russia
Gender: Male
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Phrst wrote: Map is an hangar stuffed with crap. Right now it's just a whole bunch of things to hide behind. Right you are. That was the primary idea of the map: small map for fast 4vs4 (2vs2,3vs3) team deathmatch. I was experimenting with every thing in the editor - lights, tiles, obstacles, etc. I am satisfied with the results and soon ill make something more serious in a week or two.
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bencelot
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Post subject: Re: bx_Lab (beta) Posted: Tue 19 Jan 2010, 10:44 |
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| Subvein Creator |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 3973 Location: Sydney, Australia
Gender: Male
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looks great man  Keep 'em comin! Also.. might want to think about how vehicles will move around your maps too. I know it's hard to test right now, but make sure there's at least a 4 tile wide pathway from 1 spawn zone to the other. Of course, that's the very minimum. Bigger and wider spaces will play better for vehicles.
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Wed 20 Jan 2010, 05:26 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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ben 1 question when you release video with cars?
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bencelot
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Post subject: Re: bx_Lab (beta) Posted: Wed 20 Jan 2010, 10:22 |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 3973 Location: Sydney, Australia
Gender: Male
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I'll release a few as I make progress. When I get basic car collision working I'll put one up. Eventually I'll release a special test version of the game only for map makers, so they can test how the vehicles will drive in their map.
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Wed 20 Jan 2010, 22:46 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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bencelot wrote: I'll release a few as I make progress. When I get basic car collision working I'll put one up. Eventually I'll release a special test version of the game only for map makers, so they can test how the vehicles will drive in their map. hmm and even for hosters?
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bencelot
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Post subject: Re: bx_Lab (beta) Posted: Wed 20 Jan 2010, 22:58 |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 3973 Location: Sydney, Australia
Gender: Male
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they won't be able to host multiplayer games.. kinda like how you can't host practice server games. Version 0.6 is going to be big. Like.. the biggest release in the history of Subvein. It's zero point SIX after all! HUGE! VEHICLES!! WOO! Point is it's going to be a big surprise.. with much hype before the release. I don't want everyone to see an unfinished product  Only map makers can check it out so we have a whole bunch of new maps to play on for v0.6. Most of the current maps are too small for vehicles. So anyone who wants to make their own vehicle map to be included in all the excitement is most welcome!
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Wed 20 Jan 2010, 23:00 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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thx for info we will wait 6.0 what style will look like cars-war style racing or something?
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bencelot
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Post subject: Re: bx_Lab (beta) Posted: Wed 20 Jan 2010, 23:37 |
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| Subvein Creator |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 3973 Location: Sydney, Australia
Gender: Male
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Yeah there'll be a racing gamemode. Cars will look similar to GTA2
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radiO
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Post subject: Re: bx_Lab (beta) Posted: Wed 20 Jan 2010, 23:42 |
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Joined: Thu 31 Dec 2009, 07:46 Posts: 205
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LungJuice
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Post subject: Re: bx_Lab (beta) Posted: Thu 21 Jan 2010, 11:42 |
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Joined: Wed 27 May 2009, 20:11 Posts: 847 Location: QLD, Australia
Gender: Male
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bencelot wrote: Yeah there'll be a racing gamemode. Cars will look similar to GTA2 How will the vehicle have lighting applied to them? Flat as players have it now or some sort of bump mapping thing?
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bencelot
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Post subject: Re: bx_Lab (beta) Posted: Thu 21 Jan 2010, 12:01 |
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| Subvein Creator |
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Joined: Sun 15 Mar 2009, 03:50 Posts: 3973 Location: Sydney, Australia
Gender: Male
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Initiallly it'll be flat like players, but eventually the vehicles will use 3D models and have a more realistic lighting model.
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