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Wip for foundation

Posted: Wed Mar 26, 2008 11:02 am
by ogrish
befor any1 gets all crazy, this is the 1.0v of this mod, it hasnt been skined or anything, its just a start.

Btw can any1 tell me how to set the limit for how high my elevator will go.
Its not supposed to go so high.
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Update: the map has a skin now but i have to edit some textures, its to shiny. And i was thinking about making some death traps, like maby a switch down on the bottom of map where sword spawns, that would enable an explosion in the doorways, or mayby drops fusion coils rigged to explode on impact. waddya think? Heres som pics of the skin.
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Posted: Wed Mar 26, 2008 2:12 pm
by NotZachary82
you could make those lifts automatic ;). that's always fun with elevator [mach]s.

Posted: Wed Mar 26, 2008 2:15 pm
by grimdoomer
I like the lighting, but I dont see much you could do with it [the mood].

Posted: Wed Mar 26, 2008 2:37 pm
by ogrish
ok i gave it tombstones sky, an added airlifts to room 1 so you can take the air express to get to the roof. I also adjusted the lightmap a little.

Its set up so you have to call for the elevator to come down, and you have
activate it to go up. I dont want automatic, but thanks for the imput.

I need to limit its ascent, because it takes you to the top of the map, where i removed invisable wall, so if you jump death becomes you.

Ill probly add a light tan fog to give it a dusty desert look.

Edit: well after hours of trying to edit the hight of the elevator, i decided to inject Cyclotrons elevator. Wierd thing is i wanted to use my lifts model, coll, and phomo, so i swaped em, and it wouldnt work. So its going to be cyclotrons lift running in auto.

I need to test syslink, so im uploading the V1.1 to downloads section, see you on kai. NVM i destroyed another xbox hdd, its going to be a while before i can play, but heres the patch, can someone test syslink and post.foundationV1.1