OaR - Loop Mod


#141

Absolutely, .RK. You had a vision about an effect that would look eerie and unique, within OaR. You shouldn’t have given up on that original concept so easily, especially when someone else shares and appreciates the look that you’re trying to achieve and offers up an alternate idea, that kind of fits into your original idea, with a slight variation. Melding possible ideas together can sometimes produce a result that encompasses both believable level design consistency and a surprising and overall superior result.

Way to go! I’m looking forward to seeing it in action.


#142

I have a little piece of feedback for you loop mod.

Some of the tracks are pitch black, especially at the very end of the map.

  1. http://i.imgur.com/77ObQCz.jpg
  2. http://i.imgur.com/w1ZUB8Q.jpg
  3. http://i.imgur.com/pYh65vn.jpg
  4. http://i.imgur.com/jOYzXDd.jpg
  5. http://i.imgur.com/SCPY3Wc.jpg

#143

Quote from .RK, page 7, post #134

“Just a bit of note first; I’ve had a couple comments about some tracks not being properly lit. Do bear in mind that I have still not completely done an info_lighting pass, so that’s why. This is something that needs to be done with static props and it’s not something I’m terribly comfortable with. It will be done by next release though.”


#144

Thanks Dadster.

@.RK When will you release the Release Candidate of the loop mod? Just curious.


#145

The release candidate might be a few days yet. I’ve got a big paper due this week that I need to focus on. Hate to keep ya’ll waiting, but school comes first.

Here’s a side hall to tide you guys over!


#146

The side hall looks really good. Can’t wait to play the release candidate.


#147

That’s quite a different look than what you had before. I quite like it. It’s more foreboding.

Don’t worry, we can wait for your release candidate. It’s more important to focus and take care on RLI, when they occur.


#148


#149


I gots da powah :3

In other news, I did happen to, on a whim, make a major breakthrough.

If any of you remember the bug where the switchboard would display weirdly when viewed behind glass (like in those pictures I posted, or in that instance Dadster posted where he was outside the office and it was acting funny), that’s fixed now. Boom. Done. Sprites are also seemingly fixed now.

Note to any mappers reading this: don’t make translucent materials into world brushes. It definitely hurts you when the visibility behind your glass is being blocked.


#150

Just noticed that one of the tiles in the side hall image looks different from the other tiles. Could you fix that when you have some spare time?


#151

The middle vent is floating.


#152

You mean the small maintenance hatches? Or are you talking about something else?

Can’t find this either. Are you sure it is floating?


#153

I’m talking about the floor tile.


#154

Yes, thats a maintenance hatch. It’s a decal.


#155

The vent on the right.Not sure if its perspective though, but it looks odd from that position.


#156

[COLOR=‘Red’]THE RELEASE CANDIDATE IS HERE[/size]

You can find it here: https://www.dropbox.com/s/q8ik53e37wgefxt/LoopMod.zip[/SIZE]

LET ME KNOW STRAIGHT AWAY IF THERE ARE ANY MISSING TEXTURES OR MODELS.

Finally it is done. I’ve been working on and off for the past couple weeks tweaking this map into the state that it is in, but ultimately I’ve very happy with how it has turned out. I’ve greatly expanded on that side hall, and I’ve also managed to add one more room. Not a big room by any means, but it is something that I have wanted to add for a very long time.

Be sure to go over the READ ME, as it contains important installation instructions. If you complain about the mod not working and it’s obvious you haven’t read the note, I will not help you.

I have had to modify how I package the entire mod, since it’s come to my attention that renaming the map can really screw up cubemaps. Obviously that is not an option. It isn’t the most ideal system in the world, but I do want this to be compatible with Uncut.

I ask that any and all problems be reported, regardless of if they are on the known issues list. Thanks all, and I hope ya’ll enjoy!

And now to spend some time putting this up on ModDB…


#157

The same weird-looking graphical issues that have been brought up before showed up when I played through the release candidate. Checkerboard pipes and weird looking glass… I don’t think I installed it wrong, but I remember you talking about having fixed those problems, so I’m not sure. What’s stranger is that when I tried running the mod by using the command you gave- “changelevel bm_c2a2a”, all of the enemies in the level were invisible! But playing it by choosing On a Rail from the chapter selection makes them visible again.

As for the new changes, pretty great all round. Loved the improved side tunnel and the extra room was pretty neat too. Although I couldn’t tell if the rail map had been dirtied up because of the glare from the glass. My only suggestion is to remove the doors at the end of the bullsquid side passage and replace them with some fallen rocks / doors lying on the floor, something similar to the collapsed area at the start of the level would be cool. Just seems a bit weird to have a solid rock sheet behind the doors at the mo.


#158

Oh my god, I totally forgot to include the texture files for the pipes. Complete oversight on my part.

Hotfix’d. Try downloading again now.


#159

Sweet job RK, love your level it now feels really polished and complete. Few things… I don’t really mind if you fix these things but I’ll let you decide

  1. I think this texture has been there the whole time but where the 2 pipes connect reminds me of the foam used in sound proof rooms (looks out of place).
  2. The door across from the control room looks a little dark
  3. The glass covering the switch board looks a way to cloudy, maybe a little more transparent.
  4. This isn’t you but I just realized at the end of the map, at the tram lift, the elevator that has the sentry on it has no door behind it. Its a completely enclosed lift, it serves no general back story other then the purpose of housing the sentry. Could you add a large door at the bottom and top and remove the chain-link fence only at the top? It would give the sense that the elevator was used for cargo and such.





#160

Hum, one of the supports coming into the pipe bridge room is misaligned. So that’s fixed in editor now. I guess I missed that one thing from moving the loop up 5 units :frowning:

Yeah, I don’t really know what causes this. I’ve had this problem too in the past and it usually happened the very first time I loaded the map. I haven’t had it happen to me recently but it is something I know about.

Yeah, I think I’m going to change the glass to be a bit more consistant with the surroundings.

Glad you are liking it! :smiley:

  1. Well, it is a metal texture, so I ain’t gunna do nothing about it. :slight_smile:
  2. Yar. What I am going to do about that though is I’m going both flip the light to the opposite wall. That should help at least. I might end up making it a darkened light, depending on how I end up feeling about it.
  3. See response to MrSnaztastic
  4. I would love to do that. The only problem is that it is in a transition area, so I can’t. Especially since another mod changes what that next map is.