Page 8 of 9

Re: AS-Cimerion

Posted: Tue 19 Oct , 2010 12:41 am
by Azarael

Re: AS-Cimerion

Posted: Tue 19 Oct , 2010 1:11 am
by Azarael

Re: AS-Cimerion

Posted: Fri 26 Nov , 2010 12:02 am
by Azarael
http://upload-it.ch/upload/Mission6TUpdate.rar

Update for Mission06T to prevent version mismatch

Re: AS-Cimerion

Posted: Sun 05 Dec , 2010 1:16 am
by Azarael
There is much more progress than this, but while you're waiting I guess this illustrates a few things that have changed since p55.

Image

Re: AS-Cimerion

Posted: Sun 05 Dec , 2010 3:58 pm
by onrust
wait, that's still not done?

Re: AS-Cimerion

Posted: Sun 05 Dec , 2010 4:47 pm
by Azarael
I've been preoccupied.

Re: AS-Cimerion

Posted: Wed 08 Dec , 2010 8:46 pm
by corinne h
It's a beautiful piece of work so far. I like the exterior scenery especially.

Re: AS-Cimerion

Posted: Wed 08 Dec , 2010 11:20 pm
by Azarael
New version coming real soon to address the issues. It may end up being the final length as it is - after all, Fallen only has 4 areas.

Re: AS-Cimerion

Posted: Wed 08 Dec , 2010 11:52 pm
by Azarael

Re: AS-Cimerion

Posted: Fri 10 Dec , 2010 2:29 pm
by KimiRäikkönen
very nice map, i like the design AND the gameplay, something you dont see very often on maps.
Even tho the fps gets lower advancing on the map, that can be fixed np.
You should add like five 50s around the map, and some 100s, maybe an ion painter in the first area (outside)?
Also in the first area, you could add some blocking volumes around the hills, blocking players from sneaking around the back.
(like angelmapper did in subrosa)
And also at one objective (screenshot below) you can shoot the objective as a defender, from your spawn, which is very lame)
I copy/paste the mesh you used to block the 'sewer lock' obj.
That's it so far np.