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Messages - Chauer

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1
Maps / Re: VirtrualSonic's World Maps (UNDER CONSTRUCTION!!!)
« on: June 19, 2013, 10:18:18 AM »
For skybox: make a "Skybox Viewpoint" thing in your skybox, use the F_SKY1 as your ceiling, mark outside linedefs as "Line Horizon"

BTW, really appreciate your use of Pythagorean triangles for slopes.

2
Maps / Re: Working on Maps For Server
« on: June 19, 2013, 10:14:05 AM »
As far as I see, the map is bland, too high and focused on platforming challenges which distract from the gameplay. Also, please provide a download link.

3
Maps / The skybox
« on: June 08, 2013, 12:43:31 PM »
You should use a skybox. It's nicer that way.
Quote from: "Oliver"
Gigapolis Zone? Never heard that zone before... I only know Spring Yard, Hydrocity, Marble Garden, etc...
It's from the 8bit sonic games.

4
Maps / Re: Lorbog's Maps UPDATE (June 5, 13)
« on: June 06, 2013, 02:28:52 PM »
OK, I'll try to criticise these.
Let's start with Simulation.
What we have here is a test map, and it does a pretty good testing job, but it's nothing more than a test.
    -The narrow maze thing hinders the fast-paced deathmatch
    -The ladders' graphic isn't appropiate
    -ARGH GOD WHY DOES ANYONE NEED A 1200 HIGH SECTOR
    -There's a large number of independent and teleporter-connected places, which turns any deathmatch weird
    -You can go out of the window
    -The textures are monotonous(everywhere), look out of place(the ship) or are just plain missing(a pillar, the window)
    -The map is absurdly large, which turns any deathmatch into some kind of a hide-and-seek game
    -The clock-trees have no collision
    -The music. Please, at least insert a chiptune track.
    -I doubt the Homing Sniper area should have wind instead of conveyor belts
    -The checkered design was kinda pointless
    -Try adding the sectordamage types
    -I see you use zero height sectors for walls. Try removing the unneeded sectors.
    -Try using straight lines instead of curves
    -The boat sector is huge and has lots of unused space.
    -The deadly sector in the maze should have a warning it's dangerous
About the pillar:
Somewhy in Zandronum, if a single texture of a linedef is seen, it's always the middle one.

The school map has no point in my opinion. The classrooms and the corridors are bad fighting spaces, the tables offer a near-infinite amount of health.

5
Maps / Re: Laggy Battlefields: Rural Post again
« on: June 06, 2013, 12:54:38 PM »
Can I use your UN19 cover for my map?

6
Maps / Chauer's Map Emporium
« on: May 26, 2013, 06:20:50 AM »
So far only one map.
-- CHDM01 - Sunset Park --
-This map is a small, hard-to navigate valley.
-It isn't really bot-friendly, as bots will hardly exit the lower area.
(click to show/hide)
Download it here!

7
W.I.P Forum / Re: MMINV - Let's do it right this time - Official Topic
« on: November 16, 2012, 12:45:21 PM »
I feel like a noob for asking, but the gamemode doesn't work. When I load an invasion map, it doesn't start the invasion. I'm playing offline.

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