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Messages - Vincentor

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Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: November 11, 2015, 04:53:25 pm »
Work on Runoff was recently presumed, B4 will be focused on secrets and endings (various fight arenas, 50/50 scenarios and tons of humiliations)

There's a lot to do for the next version, but I'll promise that the wait will be worth it...
This is one of the many "humiliation" endings which I've been working on:

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Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: August 12, 2015, 05:12:21 pm »
B3 was added to the rotation!

Some of the changes include:
- Generated "cinematic physics" for the destruction of the motivator's obstacles
- Removed playerclip from pipes near reggie (Demomen with cabers can now skip this trap)
- Increased outdoor motivator speeds from 40 to 70 and reduced spawn time from 60 to 90 seconds
- Reduced credits sign light intensity
- Updated spectator credits
- Removed white&black grid style and made the area look like the rest of the indoor area
- Fixed the one scientist being able to reach out of the glass wall
- Some other, minor changes which I don't have time for to list

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Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: August 07, 2015, 06:16:06 am »
Been a while, as I've taken a pause from mapping for a moment. I've written a checklist for things to do for B3 and I'm slowly ticking them one by one.

Right now I'm enhancing the motivator's visual effects, seen here:

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Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: July 27, 2015, 06:31:21 am »
A little late, but B2 has been added to the rotation.

Changes since the last version:
- Fixed all bugs/exploits from B1
- Added motivators
- Added third pickup
- Added trails to each pickup
- Increased delay between opening & closing of the gates trap by 0.5 seconds.
- Compressed audio to reduce filesize
- Added simple credits board for those who don't notice the one at the spectator camera
- Detailed some areas a little more
- Prepped more entities related to the endings
- Adjusted lightmaps for faster compiles
- Reduced lightmap size at EB games trap
- Improved portalflow
- Added nopush zone to the spawn area

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Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: July 24, 2015, 12:36:58 pm »
The map was added to the rotation! I updated the OP with info about bugs and further plans.

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Deathrun Hell / vsh_dr_trollrun - can't pass sacrafice door?
« on: July 23, 2015, 12:49:35 pm »
We encountered a bug where the sacrafice door wouldn't open on trollrun, even after sacraficing (?)


It never opened, so the round ended after the timer ran out. I'd assume that it's very rare, because I've never seen this happen before.

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Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: July 23, 2015, 12:39:05 pm »
Another update on this, as it's been a while...

The traps are mostly finished, though they're probably not bug-free (I can't really test them properly on my own)
I've mostly been creating the custom content required for all the fight arenas and humiliations. I'm going to leave out the minigames for the first release, as making those would probably take another few weeks, and I won't want to delay the entire map because of this.
I also made a custom, dynamic credits board and some additional scripts to improve the efficiency of the map.

So in short, the map is perfectly playable, it's only the endings I have to do now. How long this would take is unknown, because I'm aiming for at least 4 fight arenas, 8 humiliations and 3 minigames.

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Deathrun Hell / Re: [MAP IN DEV] VSH DR RUNOFF
« on: July 13, 2015, 09:50:44 am »
I've done quite a bit since the first post, this is the top view of the entire map so far:

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Deathrun Hell / [MAP IN DEV] VSH DR RUNOFF
« on: July 11, 2015, 08:58:03 am »
Current version in rotation: B3


Known bugs:
- Visual glitches on water
- Shrek still misses his eyes

To-do:
- Fix above issues
- Add endings (humiliations, minigames & various fight arenas)
- Make a use for the cash pickups (will unlock the above)

Here's some wip screenshots (runs in HDR, no cubemaps compiled)


(Thanks to 111112oo for the advice and ideas so far)

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