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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360941 times)

Humble Master

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2925 on: May 06, 2012, 10:03:50 pm »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.
I'd really like to see a story behind INS. Perhaps a collaborative effort?
Exactly like the intro to super smash brothers brawl but with cooler characters
Super INS Sisters Brawl  :c1:
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Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2926 on: May 06, 2012, 11:17:46 pm »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.

Firstly, thank you!

Secondly, my old maps were either unbalanced (such is the case with my first map, ctf_Garrison_City), so detailed that it was distracting (such is the case with my final map, ctf_Industrealization), or so detailed that it was difficult to tell what was solid since the style was so wildly different from normal GG2 (such is the case with arena_Dagobah). The only map I made that didn't seem to bother anyone was rr_happyviking, a map that I didn't design and merely added a background to.

Here are my maps in chronological order, from first to last.

Garrison City:


Dagobah:


Industrealization:
« Last Edit: May 06, 2012, 11:41:38 pm by [PHS] Killah Zillah »
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Vein

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2927 on: May 06, 2012, 11:28:14 pm »

I must say, you really do make some of the most prettiest maps around.
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Martulux_555

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2928 on: May 06, 2012, 11:30:42 pm »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.

Firstly, thank you!

Secondly, my old maps were either unbalanced (such as the case with my first map, ctf_Garrison_City), so detailed that it was distracting (such as the case with my final map, ctf_Industrealization), or so detailed that it was difficult to tell what was solid since the style was so wildly different from normal GG2 (such is the case with arena_Dagobah). The only map I made that didn't seem to bother anyone was rr_happyviking, a map that I didn't design and merely added a background to.

Here are my maps in chronological order, from first to last.

Garrison City:




Industrealization:

:z9:  :z9: :z9:
Those maps are just so amazing.
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Just some incrediboxes that i have no place to put:
1st incredibox, it sucks.
2nd one.

Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2929 on: May 06, 2012, 11:49:06 pm »

I must say, you really do make some of the most prettiest maps around.

:z9:  :z9: :z9:
Those maps are just so amazing.

Thank you both..! Unfortunately, I stopped making maps because making them pretty was all I was good at. My maps aren't played because they're either extremely confusing or simply not fun to play on. The one that's closest to perfect is Industrealization, but the only route anyone took was the top route since it was the easiest to access and escape through. It didn't matter that going through the warehouse was the safest, it went unused because it wasn't fun to go through. It didn't matter that the smelting plant was so beautiful, unique, or a guaranteed access point to the intel, it was such a pain to go through and took so long to traverse that it was NEVER used. I wasn't considering how much of a pain the jumps in the smelting plant's air ducts are to get back up from. While these routes all had their own merits, either safety or guaranteed access to the intel, the top route was always used because it was the quickest. People were more willing to take their chances with the snipers, scouts, demos and sentries by going over the warehouse roof and bypassing the obstacles. I at least made a stunningly beautiful map out of it, one that you could tell what was solid and what wasn't.

In short, I stopped making maps because I wasn't able to take into account all the innumerable factors that go into DESIGNING a map. I get so preoccupied with making a map realistic and pretty that by the time I make a mistake with its layout, it's too late for me to simply erase it.

I don't regret the decision to switch from maps to mods, I've found my niche among mod creation. I'm far happier and more productive designing mods than I was designing maps.
« Last Edit: May 07, 2012, 12:08:39 am by [PHS] Killah Zillah »
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TEOS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2930 on: May 07, 2012, 01:20:26 am »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.

Firstly, thank you!

Secondly, my old maps were either unbalanced (such is the case with my first map, ctf_Garrison_City), so detailed that it was distracting (such is the case with my final map, ctf_Industrealization), or so detailed that it was difficult to tell what was solid since the style was so wildly different from normal GG2 (such is the case with arena_Dagobah). The only map I made that didn't seem to bother anyone was rr_happyviking, a map that I didn't design and merely added a background to.

Here are my maps in chronological order, from first to last.

Garrison City:


Dagobah:


Industrealization:

Very beautiful.
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RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2931 on: May 07, 2012, 04:36:00 pm »

okay i'm resuming work on this today. the reason i haven't worked on this lately is because i just started a new job.

please remind me what errors and considerations worked on/need to be completed. I might release version 1.22 depending on how productive I am.

AcidLead

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2932 on: May 07, 2012, 06:08:46 pm »

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Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2933 on: May 07, 2012, 06:35:40 pm »

okay i'm resuming work on this today. the reason i haven't worked on this lately is because i just started a new job.

please remind me what errors and considerations worked on/need to be completed. I might release version 1.22 depending on how productive I am.

Ash still has a lot of bugs, especially with his evil side.

Jack's teleportation/parry still has a lot of bugs as well.

You said you wanted to try and make a set of ghoul spawners and rudimentary AI for the metrostation map.

There's a lot of unfinished KZ related stuff. I gave you her class icon and taunt, and her character description needs an update. It doesn't tell you how the health injectors work, or that she can crouch. Her crouch is also still bugged and sometimes gets stuck. You said you would make her crouch not work on drop down/elevator platforms. You still need to port over the code Neu made for her crouch, since the code as it is right now makes her look really weird, like her arms are popping out of her back when she's crouched.

This is the list of error reports I collected since last playing INSmod:


Code: [Select]
ERROR in
action number 1
of Collision Event with object MeleeHitbox
for object SamuraiBlock:

Error in code at line 6:
  
    if other.justDefense
                ^
at position 15: Unknown variable justDefense

Code: [Select]
ERROR in
action number 2
of Other Event: User Defined 5
for object HammerProj:

Error in code at line 24:
  
        if owner.chainLightning==0 playsound(x,y,ExplosionSnd);
                    ^
at position 19: Unknown variable chainLightning

Code: [Select]
ERROR in
action number 1
of End Step Event
for object HappySentryTurret:

Error in code at line 107:
  
            if nearestTarget.player.class==CLASS_TASSADAR {
                                ^
at position 31: Unknown variable player

That's all I can think of right now.
« Last Edit: May 07, 2012, 06:36:25 pm by [PHS] Killah Zillah »
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RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2934 on: May 07, 2012, 08:12:44 pm »

ok yeah im having trouble syncing the creeps+spawn

Humble Master

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2935 on: May 07, 2012, 10:17:44 pm »

i just started a new job.
Congrats!

And KZ those maps... They are masterpieces.

If you really like the art side of map making try doing something like reskinning ctf_truefort to make it more epic.

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Footpöp

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2936 on: May 07, 2012, 10:24:31 pm »

The problem with map-art ala KZ is that while it looks really nice when looking at the map as a whole it looks cluttered and bad ingame  =/
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Vein

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2937 on: May 07, 2012, 10:30:51 pm »

You may be right and it may be true, but coming from you, it sounds like you are just being a hater/troll'er.

For obvious reasons of course.
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Killah Zillah

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2938 on: May 07, 2012, 10:52:46 pm »

You may be right and it may be true, but coming from you, it sounds like you are just being a hater/troll'er.

For obvious reasons of course.

He's actually right about that, for the most part. Dagobah's fog and dirt was ugly when viewed ingame, making it hard to tell what was solid. The design of that map was solid, but the fog and dirt made it look too grimy. Though the intent was to make an ugly looking swamp, the "swamp fog" I had covering the X-wing looked TOO ugly when viewed ingame. The rest of the forest looked ok though, but the fog and dirt simply wasn't easy on the eyes.

Garrison City looks fine though, as does Industrealization. The problem with those two was that their map layouts were either confusing, unfun or unbalanced.

Oh, and I don't mind him stating negative opinions about me or something I've done, as long as he's respectful when he does it. The same goes for anyone else I talk to. It's hard for one to improve when you only have your own perspective to see things through, so I always encourage people to tell me what I do wrong. They might see something that I don't.


Congrats!

And KZ those maps... They are masterpieces.

If you really like the art side of map making try doing something like reskinning ctf_truefort to make it more epic.

I actually plan to do that with Halo mod in a far future update! Truefort/2Dfort will be made to look like a pair of covenant and UNSC bases (covenant for blue, UNSC for red), Egypt will be skinned to look like Sandtrap from Halo 3, among other ideas. I've learned my lesson from Dagobah though, that if you make the maps look TOO different from GG2's normal style, it'll confuse people.
« Last Edit: May 07, 2012, 10:58:52 pm by [PHS] Killah Zillah »
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RebelINS

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Re: INSmod | Version 1.21 ex | More stable release and new goodies
« Reply #2939 on: May 07, 2012, 10:56:03 pm »

You may be right and it may be true, but coming from you, it sounds like you are just being a hater/troll'er.

For obvious reasons of course.
no he's sort of right. it looks good at 100% scale, but very noisy and cluttered at 6x scale (in-game map size). big-time rendered brush work, or gradients tend to clash with the in-game art. It's part of the reason why I stopped doing super detailed map backgrounds, or at the very least try to limit it to just the background (non wallmask part) and make it super contrasted with the walkable sections.
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