1.2 -
Added:
-more gadgets <:)
-two more scientist
-fix for HD users
-fix for animation errors
-better pipes (smoother)
1.3 -
-Removod ugly compu room
-Added Speakers
-Added new hallway
-Added more detail to pipes
-Fixed a bit of the ligthning
-added some more ambient sounds
1.4 (latest) -
-Added some opaque to some entitys
-BUG: Opaque makes first room VERY bright
-Added Moominade Soda Machine texture by jaardsi
-Elevator doors in hallway
-1 more pipeway (upwards)
* Note that 1.4 is a very SMALL update *
shame about the scientist walking into the railings.
possibly think about making your pipes with a couple more sides, and try and give them flanges on each end that the connect to a wall. just adds realism.
or a pussy
As long as there's a reason for them being clean it's alright.
The sci by the rail still doesnt lean on it with a SD scientist model.
How did you make the animations repeat?
although the scientist still insistes on doing the moonwalk :/
you got the detail just right, i think.
Does the walls have any "useless gadgets" yet?
However, with gl_wireframe 2 on, I saw a lot of entities still showing up, making me wonder about your VIS-process. You may want to keep entities not too large, otherwise they can spread out over several leafs, making it hard for the engine to determine whether they're visible or not. Often, they are then always rendered, even when they're not in visible leafs...
Architecture is very nice, but walls are empty.
http://koti.mbnet.fi/jaardsi/maps/texes/moominade_v1/
and use it in your maps![/pimp]
<MulleBoy>
<Seventh-Monkey> I still really think you should change the textures though
<Seventh-Monkey> really nice architecture, but that green colour spoils it a lot
<Seventh-Monkey> the spawn room either needs more work or to be shrunk a lot
<Seventh-Monkey> and some stuff to do would be good (computers, easter eggs, cool stuff)
<Seventh-Monkey> only 4* 'cos've the texturing m'afraid
Aside from that, nice additions.
Though r_speeds are a bit high. Probably because you've poured a lot of brushes into one entity, so that it's stretched over multiple leafs, so the engine renders the entity nearly always. I'd suggest using some more and smaller entities.
+nice texturing.