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Posted: 03 Dec 2014, 22:29
by anax
Thanks! not too sure about the moon, i'm using a ScaledSprite for it, but it looks rubbish if you zoom in. if i can fix the textures, i still have to figure out a creative way to block off the high walls to deter nade buggers
Posted: 03 Dec 2014, 22:35
by ShadowRunner
transparent ice roof? nah...
Posted: 04 Dec 2014, 02:10
by [FGS]Chees
Player block actor maybe?
Posted: 04 Dec 2014, 08:14
by anax
Not really, player block actors present the same problem in another form as you're just hitting an invisible wall. They'd be good for stopping players from camping on small ledges like the top of weapon boards, as for the bounds of the whole map i would only use them on top of a place that's already pretty difficult to reach, like sloped terrain. And transparent ice would look silly if it doesn't break like the breakable ice walls.
Posted: 04 Dec 2014, 08:17
by anax
right now anyway, i'm rebuilding DXMP_NoExit from the ground up even though it's meant to be the Final already, in 2012 i had a habit of merging many brushes to form a single subtract room, which is a really stupid idea!

Posted: 04 Dec 2014, 21:47
by [FGS]Chees
Think you have problems try maping on medication. everything baffels you!
Posted: 08 Dec 2014, 13:35
by Alessi
I find that rather unfair to say my toilet has too much sh*t...I respect my toilet and hence I do it on the street instead.
Posted: 08 Dec 2014, 14:42
by [FGS]Chees
Good response hats off to you!
Posted: 08 Dec 2014, 14:55
by [FGS]Chees
No offence intended btw
Posted: 10 Dec 2014, 21:50
by Alessi
None taken!!! I cannot speak for my toilet however..
Posted: 11 Dec 2014, 14:52
by ShadowRunner
Sounds like a 0-aug map, DXMP_Toilet
Posted: 13 Dec 2014, 11:29
by anax
someone should do a map filled with skulls
Posted: 13 Dec 2014, 15:11
by ShadowRunner
DXMP_Skullduggery
Posted: 13 Dec 2014, 16:31
by anax
Posted: 13 Dec 2014, 16:32
by anax
Lol god, the emoticons here are so terrifying