Gertenheld Cape (WIP) -Released!

tehrilez

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I liked the first one but I like the map darker like that. Make a combination.
 

WeissberV

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WeissberV said:
i'veallways practiced my brushwork, i don't know how to make that light that is 2d is it dymaic lights or something? and if so how do u amek them spin?
 

Sabre

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This map could connect to Keledrosprelude2, where the metal gate to nothing is; it also can connect to daragoth, perhaps.
 

Dridmar

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Sabre said:
This map could connect to Keledrosprelude2, where the metal gate to nothing is; it also can connect to daragoth, perhaps.

It could possibly connect to Deralia too.
 

Thothie

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func_rotating

Mind you, you can't make the actual lights move - just the the beam. Which is why, for instance, in this picture although the lamp and beams slowly turn, the shadows do not.
 

PBarnum

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Finally some screen shots. Looks really good, different then what I have invisioned. One thing concerns me, the grave's cross. Make it a different texture (a old dark wood) and make it all broken and mishapen.
 

ceriux

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hey, could he just make a series of lights that turn on and off in the direction of the beam using triggers?
 

Dridmar

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I've changed the cross a little bit. Now I just need to talk to some certain people about the map. I also remembered, I just need to write a little bit about the map.
 

Thothie

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Had a chance to work on your lighthouse keeper script, tis about done - tis also just about all I've had time for this month (aside from the efforts on Helena2 earlier in the month). I dunno whad I'm gonna do.

PS. Genre maintaining anti-cross policy: Yer going to need a tomb or statue marker there.
 

Sabre

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Thothie said:
Had a chance to work on your lighthouse keeper script, tis about done - tis also just about all I've had time for this month (aside from the efforts on Helena2 earlier in the month). I dunno whad I'm gonna do.

PS. Genre maintaining anti-cross policy: Yer going to need a tomb or statue marker there.
Tis exactly why we need a bona fide icon for Felewyn and Pathos; the other two have em, and I doubt that a defender of Helena be putting Torkie's symbol in his headstone ;)
 

Dridmar

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Thothie said:
PS. Genre maintaining anti-cross policy: Yer going to need a tomb or statue marker there.

:oldangry:
 

Dridmar

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evilsquirrel said:
howbout just a sword stuck in the ground with a helmet on it - and lean the shield up against that.

That could work, thanks Evil.
 

Sabre

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Sword hilt makes it look like a cross... NO! :p
 

Thothie

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Proportions would be wrong enough that Torquemada would burn you at the stake, so tis okay. ;)
 

Dridmar

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Here's a little update for you guys. I'm starting to put the entities for my script in now. The map should be ready soon I'm hoping. If you're good, I may post another screenshot or 2 later.

Edit: 1/4 tasks are fully working now.

Edit #2: All of the tasks are complete now. I'm just slowly adding something to one of them. It should take me a few minutes to add it and test.
 

Dridmar

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Alright just another update. I have everything pretty much working, but I just need to talk to you about two things Thothie. I just want to finish this damn map because it's too boring to work on now. >.>
 

Thothie

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Talk away.
 

Dridmar

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Thothie said:
Had a chance to work on your lighthouse keeper script, tis about done - tis also just about all I've had time for this month (aside from the efforts on Helena2 earlier in the month). I dunno whad I'm gonna do.

PS. Genre maintaining anti-cross policy: Yer going to need a tomb or statue marker there.

Yeah, I just removed the cross. Right now, it's just just a little pile of dirt that gets that statue on it for.

One of the things I wanted to talk about was the crystal and how it keeps spawning. Anything I can do to stop that?
 

Thothie

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Eh, you have a moving crystal somewhere?

Eh... If yer using the half-life crystal model via env_model that rotates, ye maybe able to set the frame rate to 0, or 0.00001 and that might stop it. I just used brush models in the demo map.
 

Dridmar

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I'm using the item crystal that you used in the example map. When you break a crystal in the spider cave, it spawns there.
 

Thothie

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It... Doesn't move... It just pops up as a standard package. Tis a misc item. :\ Wait... oh...

Hmm... It doesn't spawn for me more than once in the demo map. It should only spawn once, so long as the msitem_spawn is only targeted once.
 

Dridmar

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Thothie said:
Hmm... It doesn't spawn for me more than once in the demo map. It should only spawn once, so long as the msitem_spawn is only targeted once.

That is weird then. I'm trying to make a multimanager kill the crystal spawn after 1 has been spawned. I'll let you know if it works. If it does, the map is then pretty complete and I need to get it to you.
 
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