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Messages - Helixirr

#1
Community Beach Project / Re: Map Progression
16 June 2013, 17:34:37
Quote from: Micky C on  16 June 2013, 16:20:56
Good to hear, things have been a bit stagnant recently. I for one have exams, but I'm sure most people are also busy around the middle of the year, so hopefully things can start to pick up within a month or so.

Stagnant indeed! :D For me as well. Despite other projects I try to sacrifice my time on this one. One project is to get into a university of applied sciences where I can study making games, so that takes some time. ;)
#2
Community Beach Project / Re: Map Progression
16 June 2013, 15:26:43
Well, my level is almost finished. Just have to fix the weapon/ammo balance, a circular door at the end, which won't open, add some switches, add little details and finish an area with the red keycard. :) I just really want to finish this one, even though some sections may feel bit uninspired. :-\
#3
Quote from: Micky C on  30 May 2013, 15:46:09
Henri's working on map 3, Maarten (did I spell that right? (did I get the right brother?)) is working on the boss map. quakis is meant to be doing his section on map 1 at some point, and I think Drek's polishing his section on map 2.

So things are getting done. It's just that they're getting done at the "normal" speed :P

Yeah, whatever that is! ;D
#4
Quote from: underTaker on  29 May 2013, 13:24:19
Is something happening here? Long time didn't see anything from you guys.

I'm still here. :D Just nothing interesting to show yet. ;)
#5
Quote from: Maarten on  22 May 2013, 17:32:50
Heh. The "rules" are indeed quite messed up. Oh well, as long the end product will be great - that's more important IMO. Imperium episode started as a team-project, but the last years Merlijn & I took it over so it was finally finished :) Glad we did so.

As for my map, I built some more yesterday, it's going to be nice. As long I'm not too bussy (like last week, I had zero time for Duke) this map shouldn't take too long.

Well, we can count on you. :) I've had bad habit of leaving things unfinished, but as time has gone on, I've started to finish projects started more often. ;) I guess it comes with age. :D

About the rules... Messed up, I agree with Maarten, but as he said, as the long as the end result will be great, everything's good. We should remember to make a good plan first and stick with it in the first place next time. But for now, let's finish this! May the God help us all! 8)
#6
Quote from: Micky C on  22 May 2013, 03:24:40
Pretty sure you weren't supposed to go that high  ;)

Oh well, too late now.

Sorry, should've though of that earlier! :D
#7
Quote from: Micky C on  21 May 2013, 16:30:25
Quote from: Helixirr on  21 May 2013, 09:48:00
Hey, guys! Just informing I'm soon finishing the 3rd level, if everything goes well. :) The level is completable, but is clearly unfinished with keycard placements and other temporary solutions. Overall, nearly done. If you want to see how finished the map is, please ask me for the map! 8)

After I've finished the 3rd level, I'll move on to that space shuttle escape sequence in Maarten's level. I hope I get my hands on Maarten's map to see the overall look and feel of the level. It helps me to better design the finale. ;)

Did you have that whole level to yourself? How many walls did you use?

Hmm, let's see... 5150 walls! ;D
#8
Hey, guys! Just informing I'm soon finishing the 3rd level, if everything goes well. :) The level is completable, but is clearly unfinished with keycard placements and other temporary solutions. Overall, nearly done. If you want to see how finished the map is, please ask me for the map! 8)

After I've finished the 3rd level, I'll move on to that space shuttle escape sequence in Maarten's level. I hope I get my hands on Maarten's map to see the overall look and feel of the level. It helps me to better design the finale. ;)
#9
Quote from: Micky C on  08 May 2013, 15:06:43
That's not a bad idea.

Why don't you go build that for us then we can add it in  ;)

If you remember the ending to CBP 8 where you drop out of the bottom of the space colony into an escape pod which then flies away, I did that myself, and let me tell you even something as seemingly simple as that took a really long time, several attempts with different techniques, and a lot of hair-pulling frustration and tedious work. What you're proposing sounds a lot more complicated, especially if you want to convey all those ideas.
But like I said, if you can picture how this would actually work, then we can maybe do it.

Unless you were joking  ???

I might sometimes joke, but I try to never lie. ;) Honesty is very important for me. 8)

I can try to pull that off. :) I may not be very profient with sector effects, but I'm getting better and there's no better way to get better than playing with sector effects. ;) Maybe some shooters and timed events will do it. :P

If I'm in trouble, I'll ask help. Fortunately, you guys are here to help - right? :o
#10
I got an idea, Maarten! :) Why not make Duke escape with a spaceship filled with beer in the back and then aliens shoot at Duke's ship and all the beef gets destroyed and then Duke's like "Damn!" and that's the end. ;D
#11
Quote from: Maarten on  07 May 2013, 22:39:48
Dubble post keke

More build work from me!

More colors, way better! Purple lava creates surreal atmosphere and green alien textures feel original. Very faithful to the original X64-2. The door is also cool.

What's in the building, by the way? Alien city? Headquarters of some kind? Some random facility? ::)
#12
Quote from: Micky C on  05 May 2013, 15:15:25
That's assuming he's going to use keycards, which he probably won't. If nothing else, it doesn't make sense having human keycards on an alien beach.

Micky, it is just a game. :P
#13
Quote from: Maarten on  04 May 2013, 13:35:07
Quote from: Helixirr on  04 May 2013, 10:44:18
Quote from: Maarten on  03 May 2013, 21:58:34
Cool screens!

Here is some work of mine... alien style ;) WIP of course.

Yummy, nice! :) Maybe you could add some interesting brown rock formations and flora and then it would be even more tempting. ;)


Good suggestion! I wasn't totally sure for going all-the-way-green. Some other colours will probably fit too. The "x64-2" red/blue/yellow Crystals will make a come back too ;)

Hey, why not make blue, red and yellow to represent current section in the map? Blue keycard section has blue crystals, red keycard section has red crystals and yellow keycard section has yellow crystals. I think that would make progression in the map very interesting! :D
#14
Quote from: Maarten on  03 May 2013, 21:58:34
Cool screens!

Here is some work of mine... alien style ;) WIP of course.

Yummy, nice! :) Maybe you could add some interesting brown rock formations and flora and then it would be even more tempting. ;)

Quote from: Supertanker on  04 May 2013, 03:04:38
Eh, I made the cavern dark on purpose. MAYBE it can be lit up by one or two shade levels at the most.

Well, it's up to you, I just though your magnificient piece of work would look better, if it would be, you know, more visible! 8)
#15
Here are some ideas by the way. Supertanker, wouldn't it be better to brighten your section? Just check out the pictures and see the differences:


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