Pandademic
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Couldn't agree more.
I look forward to the balance update, I can't wait for biodome, and the performance boost was very nice indeed. But all that is a tragic waste if this game can't get more players. If F2P weekends are the best way to … -
Impressive work guys, that's a really cool effect.
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Is there a trick to getting out of the gravity well after teleporting from marine side? Every time I use that portal I'm bobbing in mid air and struggling to gain traction.
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I'm nowhere near good enough to compliment any balance changes, but I think the new maintenance and courtyard are excellent upgrades. No idea how the new passages around stability will play out, but they also look great. All the new rooms/corridors …
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Didn't meant to accuse of borrowing, not at all. I couldn't even tell you what art deco is, I just loved the look of Lynch's film, and was excited to see something similar. The very tried and very true style in NS2 could use some spice. It's fantast…
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I was going to say your art style reminds me a lot of David Lynch's Dune. Then I saw that you're using a desert planet theme, with a quasi religious vibe. Well, that settles it. You have to rename it ns2_Arrakis.
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Thanks Seraph, that did the trick. Luckily I've never strayed from default settings, only thing lost was recent files list.
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Here's the file for my room. Just needs the portal entities.
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Yeah, that's an excellent example. I got the same results as your first pic, was not impressed, but seeing the rest... I need to start using this feature. I think it definitely has a place in Rudy's FAQ.
Here's your advice put to use: ju… -
Ah, I see. Thank you. Tried using them on a bunch of curved structures in editor, didn't see much difference though. Looks like it adjusted the shadows slightly, making them diagonal on each face instead of vertical. Maybe it works better with non-d…
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Got to play it with you the other night, was a fun map. I went early fade and could not for the life of me find a way from pipeline to bridge without backtracking all the way through hive. I know that's only a problem for blinkless fades, and maybe …
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What're them blue waveys?
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@solaris, just put everything in your junkyard into a new layer, and hide it when you don't need it. That way you can keep it close to your work without cluttering your vi…
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Sonofabitch, you beat me to it. Awesome theme. Look forward to it.
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Amen to the junkyard. I have a series of workshop maps called ns2_ws_halls, ns2_ws_caves, ns2_ws_ceilings, etc...
I find the best way to move things between maps is to create big square faces around them to keep everyhing on grid. -
I've always wished for a mouse that had two buttons instead of the mouse wheel, so that I could put all 4 directional controls on the mouse in the usual WASD shape. Put jump and crouch on the mouse side for your thumb, then dump all other controls o…
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So long as they share one vertex, they become one group - so my quick trick for combining groups has been simply welding one corner. I wasn't aware of how 'weld near vertices' worked either.
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I'd love the ability to extrude along a defined line/curve, a la sketchup. A displacement tool more like hammer's. And though a model preview would be nice, I would much rather have a prop gallery. (I'm working on one bit by bit, just adding a few d…
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That didn't have any effect, but turning off all my mods did.
I was able to join public servers, but unable to load a map from console. Turned off all the mods, and now maps from console load fine. -
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I can't get any of my map files to load. Failing consistency checks when running them locally. Is this because I had extra entities installed? Not trying to publish a mod or anything, just trying to playtest some rooms I'm working on.
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Surprising the list is so long, but I'm sure many of these maps fall into many categories of completeness. Co_portals, for example, is a little premature - it's a community map that hasn't been assembled yet. (Co_portals_lava is just one of the room…
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Long shot, but might as well ask: Is there any way to flip one of the editor views 180 degrees? Either the top or side view, so that the top and side perspectives align.
If my question isn't clear, have a look at this screenshot. That's … -
@darkseraph I'll definitely fix the lava fall trigger, and the cave leading away from alien portal, away from playable areas, is going to have player clipping where the…
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Published the lava cave, WIP. Still have the lighting to do, and the props are temporary.
in co_portals - Community Made Fun Map! Comment by Pandademic April 2013 -
I've often wondered how intentionally jagged most surfaces are in official maps. But I think forcing skulls to find and break cover often is important to keeping maps fun.
Getting caught on invisible or unexpected edges are another matte… -
The only problem with marine turtling is when you're a marine, the aliens won't finish it, and your team won't concede.
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Learning the editor on a combat map is probably a really good idea.
I like that instead of corridors you're using small rooms with central obstructions, so much more interesting to play in. I'd suggest doing the same for that top-left co… -
Layers. Or the selection toggles. The toggles (or whatever they're called) are found on the bottom center-right, and will isolate what you're able to manipulate without phasing them off the screen. Layers make grouped elements vanish completely to m…