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Old 08-02-2006, 12:57 PM   #1
o_pixel
 
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1st person pacman

is ALOT more confusing




Last edited by o_pixel; 08-11-2006 at 04:23 AM.
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Old 08-02-2006, 01:32 PM   #2
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"btw can you spot what is wrong with that screenshot?"

No, it is behind your gun cg_gun 0 or something like that :P
What's wrong? There are no dots in the level. Actually I forgot all nuances of the pacman level, it has been end of eightees or begin of ninetees that I played it last time ...

Btw, nice
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Old 08-02-2006, 01:34 PM   #3
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no at the bottom to the left and right of the T shape

dots = backpacks

if I actually make this into a map the walls will be 2 blue cyclinders and you can see through them but not shoot through them, and replace current bright sky (can't see) with a dark night sky

Last edited by o_pixel; 08-02-2006 at 01:39 PM.
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Old 08-02-2006, 01:59 PM   #4
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Could be fun. You'd need to setup portals to link the sides together.
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Old 08-02-2006, 02:20 PM   #5
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I played a CS map like this where the center was the det point. Was pretty fun and looked just like an actual pacman game (well, the walls and surroundings).
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Old 08-02-2006, 02:55 PM   #6
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Quote:
Originally Posted by Jiggles
Could be fun. You'd need to setup portals to link the sides together.
is there anyway to get portals to show whats on the other side like in the portal game?
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Old 08-02-2006, 03:19 PM   #7
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I know you can set up one way "portals," but I don't know if you can do two way ones.
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Old 08-02-2006, 03:34 PM   #8
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you can it uses the same effect, but im worries if i use it it will wank all over my performance, as you need to have cameras set up that render on a model.
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Old 08-02-2006, 04:11 PM   #9
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Make sure you make pacman a civ that gets quad when the ghosts turn blue Everyone else should be a scout or spy. Also, I'd recommend using different textures in at least 4 areas, otherwise everyone will be completely lost unless you make a map above them.
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Old 08-02-2006, 05:45 PM   #10
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That would be fun as hell.
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Old 08-02-2006, 07:56 PM   #11
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Remember, this map is only being sourcified. It's already been done for TFC

dh_pac-man_b5
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Old 08-02-2006, 08:20 PM   #12
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The portals are easy. Let me explain:

You have a hallway, but it is split in two by a wall in the center. Consider points "A", "B", "Y" and "Z" in a line in the hallway, with "|" being the wall splitting the hallway in two:

A B | Y Z

You move to point B, it teleports you to point Z. You move to point Y, it teleports you to point A. So in short, if you back up after you teleport, you get ported back a few steps before where you came from. You could just set up two cameras from there and you're set! Unless I totally missed something...
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Old 08-02-2006, 09:20 PM   #13
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Quote:
Originally Posted by Dark Applepolisher
Remember, this map is only being sourcified. It's already been done for TFC

dh_pac-man_b5
never played it
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Old 08-02-2006, 09:26 PM   #14
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I can't find whats supposed to be wrong with the screen shot.. (?)
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Old 08-02-2006, 11:14 PM   #15
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A teleporter could act like a portal pretty easily.
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Old 08-03-2006, 09:24 PM   #16
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Quote:
Originally Posted by Pixel
never played it
Google it. I'm too lazy to find a link.
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Old 08-03-2006, 10:56 PM   #17
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Hmm i have a problem...

I created a cylinder and then made a 90 degree andle with 2 cynlinders cut in half but when I open it in hammer again all the vertices are all moved and it doesn't line up.. WHAT DO I DO?
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Old 08-04-2006, 02:04 AM   #18
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vertex manipulate vertices onto grid lines
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Old 08-04-2006, 08:41 AM   #19
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And tie it to func_detail or func_brush or whatever. That helps.
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Old 08-06-2006, 03:31 AM   #20
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Quote:
Originally Posted by BumGravy
vertex manipulate vertices onto grid lines
i do but they move back...
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