Did he not posses the artistic capability to do a square crescent moon?
Did he not posses the artistic capability to do a square crescent moon?
The railway connects everything, apart from the docks far behind the pirate ship, you can find your way there via beacon trails near the lighthouse. Atlantis is at the very end of the railway that isn't the castle. If you want to see Atlantis with buildings in it go check out Mooh's map.
The screenshots don't really do it justice, the buildings are alot more intricate up close. The sunken city was hard to find with it's hidden entrance but well worth it, well done.
A tribute to the band we were listening to while working on the mod. These gloves happened to be created on the day where we were bouncing along to SlagsmÄlsklubben which was great for tempo and keeping us going through the grind. There was a little space left on the UV so Kinky decided to add that little easter egg in there.
Aye and robots have the same, this was down to not being able to tie the death sounds for male/female to a team, trying to fix this resulted in breaking it so we only have one death sound and no alternating one.
Would have been nice to have a dedicated coder to iron out all the rememaining bugs. That being said the team is extrememly grateful for the 2 days of coding support that we got.
Just noticed Ogg forgot to render the castle floor in with it X_x
Yea we realise some people will do that...and chips really, but most won't hopefully as they'll be playing the game how it's meant to be played.
Also as ogg said ironsights are in , this was supposed to help circumvent the need for crosshairs, but yea lack of coding support means the ironsights are broken, they work perfectly for people who like aiming over thier left shoulder however.
It's the same colour used on the other map, something to do with the environment light makes iv_steel go bright white or so.
There is indeed a reason to rush the mod, it's our uni FMP and is due in about 32 hours
The fog, angle and range of the shot aren't doing the textures justice, they do have details on them when viewed up close.
Admittedly we'd have liked to have worked on the invasion textures more to give a more satisfying asthetic to it all but time is not so forgiving.
Agreed it would be cool but we scrapped the sniper character due to time constraints and he was from scotland, iv_tempest was designed around him, much like iv_steel is designed around the assault character.
Yea probably shoulda invited me when we started this mod in 2008 huh, NOW I LOOK LIKE A NOOB curse you all
Karifd
Jules joined
The Invaders: Source Dev . Pokemon: Source Dev