08-02-2006, 12:57 PM | #1 |
Join Date: Mar 2006
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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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08-02-2006, 01:32 PM | #2 |
Join Date: Jan 2006
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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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08-02-2006, 01:34 PM | #3 |
Join Date: Mar 2006
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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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08-02-2006, 01:59 PM | #4 |
Retired FF Staff
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Location: CowTown
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Could be fun. You'd need to setup portals to link the sides together.
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08-02-2006, 02:20 PM | #5 |
Join Date: Jan 2005
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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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08-02-2006, 02:55 PM | #6 | |
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Quote:
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08-02-2006, 03:19 PM | #7 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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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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08-02-2006, 03:34 PM | #8 |
Join Date: Dec 2005
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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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08-02-2006, 04:11 PM | #9 |
Join Date: Dec 2005
Location: Puyallup, Washington
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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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08-02-2006, 05:45 PM | #10 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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That would be fun as hell.
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08-02-2006, 07:56 PM | #11 |
Join Date: May 2006
Location: Idaho
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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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08-02-2006, 08:20 PM | #12 |
Join Date: May 2005
Location: Changes every few months
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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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08-02-2006, 09:20 PM | #13 | |
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08-02-2006, 09:26 PM | #14 |
Join Date: Jun 2006
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I can't find whats supposed to be wrong with the screen shot.. (?)
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08-02-2006, 11:14 PM | #15 |
Join Date: Jul 2006
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A teleporter could act like a portal pretty easily.
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08-03-2006, 09:24 PM | #16 | |
Join Date: May 2006
Location: Idaho
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08-03-2006, 10:56 PM | #17 |
Join Date: Mar 2006
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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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08-04-2006, 02:04 AM | #18 |
Join Date: Dec 2005
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vertex manipulate vertices onto grid lines
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08-04-2006, 08:41 AM | #19 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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And tie it to func_detail or func_brush or whatever. That helps.
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08-06-2006, 03:31 AM | #20 | |
Join Date: Mar 2006
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