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Thread: [WIP] Precipice

  1. #61
    Senior Member hry's Avatar
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    Re: [WIP] Precipice

    Lol dude this map looks more like a SP level than MP.

  2. #62
    Untruely Bannable~ Inferno's Avatar
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    Re: [WIP] Precipice

    Silicon. You could just edit the damage to be super effective on vehicles and less effective on players. Or just put a sniper in to counter the turret.

  3. #63
    Entity Zero PlasbianX's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by Inferno View Post
    Silicon. You could just edit the damage to be super effective on vehicles and less effective on players. Or just put a sniper in to counter the turret.
    The last build I tested had a sniper in a good position to take out the turrets. Only problem was it took a while to get to the sniper.

  4. #64
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Technically going up the ladders to the banshee roosts can get a sniper in a very good position within 60 seconds. I hadn't thought about that until now.

  5. #65
    Cancer paladin's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by Inferno View Post
    Silicon. You could just edit the damage to be super effective on vehicles and less effective on players. Or just put a sniper in to counter the turret.
    Quote Originally Posted by Inferno View Post
    You could just edit the damage to be super effective on vehicles and less effective on players.
    Quote Originally Posted by Inferno View Post
    damage to be super effective on vehicles
    Quote Originally Posted by Inferno View Post


    OMG

  6. #66
    chilango Con's Avatar
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    Re: [WIP] Precipice

    Summarizing my conversation with silicon:

    The angled tunnel can be shortened by elevating the control room and placing the cross-tunnel underneath the control room. The cross-tunnel can be integrated with the pit in the control room.
    By moving the control room and associated tunnels closer to the top bridge, the redundant area in front and to the sides of the control room can be eliminated and create the opportunity for tunnel entrance/bridge integration...provided the bridge is centered like the other two bridges below it.
    Centering the bridge with the other two creates another opportunity: a structure running up the wall of central pit that connects the 3 bridges together at their ends. This structure can extend beyond the top of the cliff and be worked into the bridge/entrance hybrid (which was made by moving the control room and bridge together).

    These changes will help the flow greatly, simplify the layout, add interesting forerunner architecture, shorten travel time, and make the map feel more continuous rather than a bunch of areas separated by huge amounts of space.

    The edited tunnels:

  7. #67
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Quick update, so it doesn't look like this disappeared into the void:

    I want to finish the map, I really do, but at the moment I'm still burned out from those last frantic weeks of summer. If anyone wants to assist (hey Con :P) it would be appreciated, but otherwise consider me on a TBD vacation from this project until I want to return to it out of fun, not necessity.

  8. #68

    Re: [WIP] Precipice

    This IS one hell of a map. I'd hate to see this not get finished

  9. #69
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by AAA View Post
    This IS one hell of a map. I'd hate to see this not get finished
    Thanks. I feel the same way, but if I opened up the max file right now I wouldn't even know where to start. I have to talk to Con about his proposed changes some more, and see where it goes.

    Before the proposed changes, I had this much effort left: ----- and this much stuff left to do: ----

    Now there's this much effort left: --
    And this much left to do: ------------

    :/

  10. #70

    Re: [WIP] Precipice

    ...........that's not very many dashes for effort.

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