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I will be updating the screen shots over the weekend to show the fixed lighting.
yeah, lighting on this map in the upper levels has been a real issue for me. been grappling with it since Tuesday and it hasn't been very cooperative lol.
Going to gie it a rest and try again on Saturday or Sunday. Probably will re-release these images then.
Updates to the above ideas:
So I was thinking it over the other day and thought how unbalanced it might make the game.
So these parts will only be attainable from Special missions, and not from secondary.
There will be at max 2 special objectives in each chapter (most of them will only have one).
This means that there will only be at max 14 of these items to recover (assuming that all chapters have 2 spec missions and that we only have 7 chapters).
In reality though there is likely to be only 8 such missions (2 would be in the largest map we have planed a the moment, City 25).
I have not decided yet if I want to keep the +5 per part, or make some for of escalation on it where after three _+5's it takes 2 parts to add another +5 (this would be to health and power only).
have not decided the denominations for weaponry ups yet.
well I got our server back up faster then planned. so I guess I will start on floor 2 now.
or they just dont have any thing to show? they could be doing tons of entity/code work right now.
for those of you wondering wtf this room is. It is an acid chamber kind of idea I had. There will be more spouts in the mod version of the map. If you stand near them you will take damage.
As you can see that damned white line is still there xD.
On closer inspection it is actually a HOM (Hall of Mirrors) effect kinda thing. Dont understand why though, the floor there is flush with each other.
The textures on the top and bottom of those containment tubes used to be the same as the bases. I made this in XSI and exported it as a vmf file so I dont know if that is why hammer refuses to leave the textures alone or not.
Alright the images are getting up here in a few minutes. There are 17 for NPZ4 and 12 for NPZ3.
yeah xD i realized after I took the screens that I forgot to do anything to this area.
the back area is now curved (down by the teleporters) and will be making additional small changes to the rest of this area as part of the .3%.
I may consider re-releasing the screen shots of the final version of this map later on in the week with the updates for NPZ Floor 3.
yeah that will be part for the .3%. not saying every blocky area will get something but some areas like this one will get a little more work done.
the detail your looking for will be there in due time. any and all screens of maps posted right now are still very much works in progress.
BM2 screen shots are up now.
for a map i havent done any work on in the past 2 years? probably not lol.
updated on June 15 09
been creating some new background plot for CI. I am taking some liberties with the plot of HL2 as it was never fully established when the events of HL2 took place.
I have also added in some excerpts from a news reporter that has been going around and interviewing different members of the resistance on several different points. Once I get some more of it finished I will post it up either on the news or features section.
to show the people that come look at these screens the path that the map is taking development wise. I will be upgrading most of these shots with newer versions every few months, this way I can use the critique and suggestions for how it looks when planning how I build the map.
it may be a foreign concept to some mappers, but I like this approach, it will let me get a feel of what players are looking for in a good map besides the obvious.
the idea for this was to be some form of solar or fission generator for NPZ, the fins are a form of cooling mechanism.
still needs some work on it though.
Made my first edit to this this weekend. Added 3 new priorities and game the low priority its own color (light blue).
the other 2 priorities are Secondary and Special.
Secondary objectives are not required but might get you something interesting, special objectives will get you ammo health and something to be announced later on today.
Well, I pulled off a miracle lol. All of the screen shots are done and I will be uploading them right now.
forgot to add, you can get to it the normal way through the LMP main site @ lmpgames.com
by going to combineinsurrection.lmpgames.com
Alright the site has been moved and is now up.
buying a game... just to play a mod for it???? o_O well, i wont say its total rubbish, since it seems a lot of people waste their money doing this (but it really is :P).
i'll buy any game as long as I think its interesting and good enough to give it some play time, mods are not in my list of things to check when buying a game, and basing buying said game entirely on what mods it has is, imo, quite foolish.
have never bought a game just to play a mod, most mods are just a bit of eye candy to keep you form getting board imo, save for some of the big ones like Metastasis and Black Mesa:S.
quick progress update.
After a month break from working on Ci we will begin working on it again starting in Feb. (I myself will be working a little bit on it through he rest of this month).
I have decided to start work on Chapter 5. This switch was needed because things were getting stale on the chap 1 maps and I wanted to give the team a little bit of a uplift.
Chapter 5 will feature the largest scale battle in our Mod (as far as I have planed anyway, but most likely this will be the biggest).
At this time Chapters 2 and 3 have not been touched yet, but we will be getting to those around mid feb to march.
I will shed a bit of light as to a release date for a game play video for you, as i have said before, screen shots only tell small bits of info.
I would estimate mid year for our first game play video for chapter 1, it should be done by then mapping-wise as there is not much else to do except touch ups and optimizations (the beach area still needs a lot of work though).
Still no news on our website >.< and to those of you who noticed, our site was down briefly a few days ago, this was due to a firewall misconfiguration, the problem has been corrected.
well, due to the speed at which i am proceeding with my other projects, I am going to start doing what I had done before.
on an every other week basis i will be working on either CI or my server content (weekends will be for my server). hopefully this will allow me to 1. get ci rolling again and 2. get my server content out faster so that I can fully focus on CI. I will start this process in november.
Some of the demo levels are going to get major updates (catacombs, town, and mausoleum maps) so they might be a little differently setup from the demo version, just to let you know ahead of time.
Right now we only have 5 chapters planed out, about 18 maps, but there will be more (this isnt going to be a short mod xD).
Also, another change to our site. It will still be in flash, but my Web designer and some of his co-workers are using a different layout, I have not seen it myself but it sounds like its going to be nice.
but yeah, were still alive, just, as i said before, have some back burner projects that need finishing.
Just a quick question also, would you like to see video clips from the game once its near enough completed to have them? screen shots can only tell so much xD
well, due to a few things, I am going to have to push the production ramping up further back.
between work and my ro server content, its taking me longer then I first anticipated. right now I am looking at late October before I can start burning rubber on CI again.
Right now I am just occasionally working on some parts of the current maps, adding in some more detail or fixing a few problems, but nothing real big, like say starting a new map.
once i get this business with my server finished to my liking, you should start seeing more screen shots rolling out.
I might (big might) make a more complete version of the demo as well, with near completed maps and such, but again, that would be towrds the end of October.
but yeah, just to let you know, were still alive, just got some back burner projects that need clearing beforehand so that we can start cranking on all cylinders.