[MOD] Bloodgulch - Alternate Universe 1.2 update

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kiddten
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by kiddten » Wed Sep 01, 2010 8:12 pm

you made the light browney grey. this would be much better if you change it to one of the blue ones.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by G[v]N » Fri Sep 10, 2010 12:42 am

It appears it is up to me to save the day.

He means the alternate Blood Gulch would be mirrored, meaning in there, you'll be like WTF why is Red Cliff on my right when I'm standing on Red Base?!

If you still don't get what I mean:
[ASSUME YOU ARE STANDING ON RED BASE, LOOKING TOWARDS BLUE BASE]
The flamethrower cave is on your left
Your LAAG Warthog is on your left
Your Rocket Warthog is on your left

The Blue Hill (where Scorpions [Tanks] always camp) is on your left
Blue Base is to the right of Blue Hill

I can't make it any clearer.



But technically this wouldn't be possible without a good load of work because it's not simply ROTATING the bsp, it's MIRRORING it.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by TaxiService » Fri Sep 10, 2010 1:33 am

sparky: i think you should make a map with all the four BG's o:

...with a single light source though. :P
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Sparky » Mon Sep 13, 2010 5:12 pm

TaxiService wrote:sparky: i think you should make a map with all the four BG's o:

...with a single light source though. :P
In the middle, of course.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by TaxiService » Tue Sep 14, 2010 4:49 am

... no. -_- that would make the lighting the same for all maps!

the light source should be in original bloodgulch's place! otherwise you'll also get problems with the sky's sun placement in relation to the light in each map D:
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Sparky » Wed Sep 15, 2010 12:26 am

What I meant was to have the sun in the middle, between the 4 bloodgulches, and then render new lightmaps for the whole thing, so that the shadows appear in different places in each bloodgulch map.

You know I can make lots of bloodgulch maps and have the players automatically teleport to each one after a set period of time (using Samuco's new app), where the sun is in a different position in the sky for each map. But that's a layman's method of making my Sunrise, Sunset mod :( .

Each bloodgulch can have a different sky, so the sun can be in a different position in each bloodgulch map, like it is in version 1.2 already.

But what is really awesome is making a Galaxy Wars mod with different skies. Imagine this: You're flying a longsword from a remote planet into outerspace. So when you take off from the ground, you see the normal sky and ground area, but once you reach a certain height, the sky becomes all blurry and there's lots of turbulence (damage effect) and then you reach a space environment, finally, where the planet looks more distant behind you. I'll have to experiment with this using the existing Galaxy Wars sky, because right now, you just pass through the moon bitmap instead of getting a new sky. It should all work fine, because the opposite side of the sky is invisible, so I would just hide the planetary level behind the planet's space bitmap!

Take this concept and apply it to this mod, and you get a warp effect sky when you fly a banshee between bloodgulches, so it's like warping to an alternate universe.

Apply this to Star Wars, and you get some pretty cool hyperspeed jump effects, but only at a certain distance from the death star, for example.
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by klambo123 » Wed Sep 29, 2010 8:50 am

i have lots of fun trying out maps
especially funny bloodgulch maps LOL
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Re: [MOD] Bloodgulch - Alternate Universe 1.2 update

Post by Jopaka » Thu Oct 07, 2010 5:32 pm

Don't we all.
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