14 Guests, 0 Users
Welcome, Guest. Please login or register.
Did you miss your activation email?
February 10, 2012, 12:27:08 am

Login with username, password and session length

Author Topic: Custom Models for Maps  (Read 4749 times)

Offline DAwG

  • =-[kI Clan]-=
  • *
  • Posts: 2219
  • Justice! +33/-61
Re: Custom Models for Maps
« Reply #15 on: October 30, 2007, 06:06:36 pm »
 :police: I 2nd that

Offline Smackintosh

  • Knows his clipping brushes
  • =-[kI]-= Elder
  • *
  • Posts: 5890
  • Justice! +56/-8
Re: Custom Models for Maps
« Reply #16 on: October 30, 2007, 10:53:28 pm »
sorry, no robotic wang for you. I just don't have the heart to make him
anatomically correct. If I ever make a female companion for him I'll think about it.
sarcastic creativity? sweet.

Smack's Playlist 2

Offline Smackintosh

  • Knows his clipping brushes
  • =-[kI]-= Elder
  • *
  • Posts: 5890
  • Justice! +56/-8
Re: Custom Models for Maps
« Reply #17 on: October 30, 2007, 10:54:05 pm »
sarcastic creativity? sweet.

Smack's Playlist 2

Offline Smackintosh

  • Knows his clipping brushes
  • =-[kI]-= Elder
  • *
  • Posts: 5890
  • Justice! +56/-8
Re: Custom Models for Maps
« Reply #18 on: November 04, 2007, 11:18:48 pm »
I finally released the pumpkin for Gmod10 after some tweaking.



http://www.garrysmod.org/downloads/?a=view&id=24822

Apparently there is already a pumpkin in EP2, I haven't played it yet.
Now I feel like I may have wasted my time, Valve beat me to it.


« Last Edit: November 04, 2007, 11:21:01 pm by Smackintosh »
sarcastic creativity? sweet.

Smack's Playlist 2

Offline kerchief

  • I am the Walrus
  • =-[kI]-= Elder
  • *
  • Posts: 3805
  • Justice! +64/-78
  • To sleep, perchance to dream.
Re: Custom Models for Maps
« Reply #19 on: November 04, 2007, 11:35:12 pm »
I don't remember the ep2 pumpkin, but I do remember yours :)
I do what I like.  You have problem?

Offline Smackintosh

  • Knows his clipping brushes
  • =-[kI]-= Elder
  • *
  • Posts: 5890
  • Justice! +56/-8
Re: Custom Models for Maps
« Reply #20 on: November 05, 2007, 01:02:43 am »
aww, thanks.



wooden bridge release>

http://www.garrysmod.org/downloads/?a=view&id=24839
sarcastic creativity? sweet.

Smack's Playlist 2

Offline mephisto_kur

  • QWATZ!
  • Administrator
  • *
  • Posts: 11794
  • Justice! +184/-107
  • Duty Now for the Future!
    • Heavybrick
Re: Custom Models for Maps
« Reply #21 on: November 06, 2007, 08:36:58 am »
These look like  they wold be very useful on your first TF2 map.  I like the slightly cartoony nature of them.
It is far better to grasp the universe as it really is than to persist in delusion, however satisfying and reassuring. - Sagan



Offline Smackintosh

  • Knows his clipping brushes
  • =-[kI]-= Elder
  • *
  • Posts: 5890
  • Justice! +56/-8
Re: Custom Models for Maps
« Reply #22 on: November 06, 2007, 10:37:13 am »
They were both made for the Zelda map, so maybe.  :lol:
sarcastic creativity? sweet.

Smack's Playlist 2

Offline Smackintosh

  • Knows his clipping brushes
  • =-[kI]-= Elder
  • *
  • Posts: 5890
  • Justice! +56/-8
Re: Custom Models for Maps
« Reply #23 on: November 06, 2007, 01:03:26 pm »
I made an alternate version.
The pumpkin is now smaller and explosive.



http://www.garrysmod.org/downloads/?a=view&id=24924
sarcastic creativity? sweet.

Smack's Playlist 2

Offline Gad

  • =-[kI]-= Elder
  • *
  • Posts: 1540
  • Justice! +72/-1
  • Bad decisions usually make the best stories
Re: Custom Models for Maps
« Reply #24 on: November 06, 2007, 01:22:48 pm »
I really like the idea of hurling an explosive pumpkins.  Are you thinking of designing a TF2 map?

Offline Smackintosh

  • Knows his clipping brushes
  • =-[kI]-= Elder
  • *
  • Posts: 5890
  • Justice! +56/-8
Re: Custom Models for Maps
« Reply #25 on: November 06, 2007, 01:51:38 pm »
possibly.  ;)
sarcastic creativity? sweet.

Smack's Playlist 2

Offline mentok1982

  • The Freshmaker
  • =-[kI]-= Elder
  • *
  • Posts: 1595
  • Justice! +41/-25
  • Fallout3Fallout3Fallout3Fallout3Fallout3Fallout3
    • GPUReview.com
Re: Custom Models for Maps
« Reply #26 on: November 06, 2007, 02:37:07 pm »
possibly.  ;)

Figure out a way to keep the scout from getting to a control point so fast. Examples:

A large button that a heavy has to stand on that will open a door.
An object that has to be shot or destroyed before the control point is accessible.
A force field (wall of flames?) that prevents scouts from going through it (kills them?).

The reason I suggest it is because I think it would be cool for a map to discourage the use of the scout to get to a control point. It would alter the normal dynamic if you will.



Offline Gad

  • =-[kI]-= Elder
  • *
  • Posts: 1540
  • Justice! +72/-1
  • Bad decisions usually make the best stories
Re: Custom Models for Maps
« Reply #27 on: November 06, 2007, 03:18:38 pm »
possibly.  ;)

That would be cool.  I would like to see some different maps.

Offline kerchief

  • I am the Walrus
  • =-[kI]-= Elder
  • *
  • Posts: 3805
  • Justice! +64/-78
  • To sleep, perchance to dream.
Re: Custom Models for Maps
« Reply #28 on: November 06, 2007, 03:27:15 pm »
Lol, I like the button idea, but honestly scouts have a lot against them already.  A decent engie can keep any but the best scouts at bay indefinitely, Pyros make toasties out of almost any scout, and everyone good at the class they are playing can give a scout a run for his money. 
I only see two advantages of being a scout: 
   Mobility:  Scouts are the fastest class, and can access the most areas without hurting themselves in the process of any class.
   Capping:  Scouts naturally count for double when capturing points.

Your ideas would effectively eliminate the key advantages of the scout completely.
I do what I like.  You have problem?

Offline mentok1982

  • The Freshmaker
  • =-[kI]-= Elder
  • *
  • Posts: 1595
  • Justice! +41/-25
  • Fallout3Fallout3Fallout3Fallout3Fallout3Fallout3
    • GPUReview.com
Re: Custom Models for Maps
« Reply #29 on: November 06, 2007, 05:20:19 pm »
Lol, I like the button idea, but honestly scouts have a lot against them already.  A decent engie can keep any but the best scouts at bay indefinitely, Pyros make toasties out of almost any scout, and everyone good at the class they are playing can give a scout a run for his money. 
I only see two advantages of being a scout: 
   Mobility:  Scouts are the fastest class, and can access the most areas without hurting themselves in the process of any class.
   Capping:  Scouts naturally count for double when capturing points.

Your ideas would effectively eliminate the key advantages of the scout completely.

There are maps where other classes are not as effective. Like maps with lots of water make it easier to fight pyros. Large maps make it more difficult to use heavies unless you have teleporters. Snipers don't do so well in smaller indoor maps...

So why not attempt to make a map where the scout is not a good choice?



 

anything