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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 04-06-2005
beeng
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Default WIP - Desert Town [80% complete]

... another one... this ones a little more up in the air. Not quite sure how to lay out the town. Or what to put at each base.
I had to ATLEAST get this sketched before I began working on trenchtown again.

I'm still looking for mappers ;D



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  #2  
Old 04-06-2005
Knifa
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I hope you choke for being able to design good like that
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  #3  
Old 04-06-2005
beeng
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design isnt -build-
i can design a million maps, but without the support of the mappers im useless
oh, and you.
for creating SF.
yes.
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  #4  
Old 04-06-2005
Night-Eagle
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Hmmm.....airdrops.....I'll think of adding those to Laztor...

...maybe...

It's just a func_train for each team that has credits spawn in it for every flag capture and moves onbuild, right?
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  #5  
Old 04-06-2005
beeng
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ok ok, so ive started using hammer.

I've got to figure out how to make decent sand dunes, and displacement is probably the best bet.
I hate displacement
it never looks right.
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  #6  
Old 04-06-2005
Night-Eagle
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When using displacements, you got to use the right brush size and such.
If you have any mapping questions you can't find answers to, PM me, I like solving mapping problems. :lol:
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  #7  
Old 04-06-2005
beeng
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i mean displacement map.
not the crappy hammer displacement painting system :/
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  #8  
Old 04-06-2005
Night-Eagle
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If we have someone good at programming, they can probably whip up a displacement importer, I.E.: import a paint file to create a VMF.

Try opening your VMF in a text editor.
When you look at it, it isn't rocket science, in fact, I edit maps by a text editor sometimes.

Note: This post does not instruct how to make displacements pop up out of nowhere.
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  #9  
Old 04-06-2005
beeng
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massive.

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  #10  
Old 04-06-2005
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There used to be a terrain creator for HL, but I don't know how it compairs to source displacement terrain... what's so hard about source displacement anyway? I think its pretty easy compaired to the terror of hammer vertex editing. To get a smooth sort of rise and fall for sand dunes, I would crank up the paint radius as big as it goes and just have the distance low.
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