Ok cool. For all Moria (and similar) maps, we should probably disable the camera options btw.
Moria for SEE
#141
Posted 04 July 2014 - 09:50 PM
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"Do not come between the Nazgûl and his mod!"
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#142
Posted 04 July 2014 - 10:52 PM
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#143
Posted 05 July 2014 - 12:45 AM
You mean, a model? Or a texture for the dome?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#144
Posted 05 July 2014 - 06:10 AM
#148
Posted 06 July 2014 - 12:56 AM
I agree on the column problem... If they don't reach the roof, it would look rather silly.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#149
Posted 06 July 2014 - 12:58 PM
Or just ditch the cam system. Leave it "unlockable" for cinematic purposes, but for game play and functionality it is entirely useless.
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"Old modders never die, they just fade away" ~ Hostile
#150
Posted 25 July 2014 - 04:49 AM
Been working on the 21st hall lately, went through and made sweeping changes. Taking into account what members have said about the map, and adding in a few minor details to better tie it to the FOTR. I also made some changes with the walls around balins tomb, so that the walls look less cobbled together. Im also going to find a way to have a balrog spawn as a creep in one of several random locations in the columned area. I will have it set that he spawns randomly like gollum and wanders within an area he is confined to. Might need some help with the scripts on this one.
#151
Posted 25 July 2014 - 07:36 AM
If someone managed to get what you want working for the Watcher in the Water for your other Moria map then I could retro-engineer it to work for the Balrog?
Edited by MattTheLegoman, 25 July 2014 - 07:43 AM.
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#152
Posted 27 July 2014 - 05:08 PM
HAHA, im still not really satisfied with how the watcher works. For the Balrog I want it to spawn on the map upon loading and to wander around within a restricted zone, I also think Id like it to be invincible and not use a timer.
#153
Posted 30 July 2014 - 12:09 PM
Sounds good... I have no idea when I will reach the point of working on coding for individual maps though =/
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#154
Posted 26 March 2015 - 01:42 AM
Let me risk a little more light....
Some texture work, it gets kind of repetitive lol
- Rider of Rohan likes this
#155
Posted 26 March 2015 - 08:38 AM
Cool, looks good so far
Making the Balrog invincible and all should be relatively easy
Although keeping him in a certain area might be a bit more challenging...
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