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update 2-27-08

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Nicadeamas

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Post Tue Feb 26, 2008 7:45 am

update 2-27-08

.
I tryed holding back on posting another update so soon but I just gotta.

Last night I couldnt sleep so HAHAHAHAH I havent. :t3eek:

So, The Mines are nearing 90% finished. And then either they will end where I'm hopeing or I will have to slap on a short Mines map 2 in order to get the player to end the mines the way I want him to.

Anyway, the map I've been working so hard on is nearing 95% complete and is looking to be a 20 - 45 Min map. if you know exactly what your doing and where all the ammo stashes are you could possibly cut it down to 15 min.
Ohh and there are 2 rules in scery maps that Valve has never really payed attention to. See, if you disobay these rules you die.. Valve has this thing where they think dieing isnt funs os they try to make you die as little as possible and therfore takeing away from the game.

So In The Rebel Mines you had best go by these two rules because i have no problem killing you if you dont.
Rules:
1. Cave your ammo, there isnt much.
2. If you cant play it on hard then dont. There is an easy option for a reason.
:t3cool:
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Nicadeamas

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Post Tue Feb 26, 2008 9:43 am

Re: update 2-27-08

Lights LIGHTS WE GOT LIGHTS YEAHHHHHH!!!! LIGHTTTTSSSSSS

So many that turn onf inff ... so sure there will be about 200 'to many light styles on a face' errors BUT HAHAHA!!! I'm smart see all the lights go on at the same time so NO ONE WILL EVER KNOW ABOUT THE 200+ Errors HAHAHAHAHAHAHAHAHAHAHAHA!!!!

And the cratan craten that wall it di.. you see boom boom you hurt... JUMP!!!!

Hint hint: Dont forget to jumP!! ells you go boom boom die ow.

HAHAHAHA Yesterday I built a thingabawayht and with 400+ I/O's Which is so voncusine because each one of the 400+ I/O's needs like 7 settings and for every 1 I/O you get wrong, thats 30 I/O's that wont work. (Ratio may vary according to specified geniuse gimbles.)
SO THAT TOOK ME ALL DAY!!. But it WORKS and now I've added another 30 or so I/O's and a stupid thing that started the 400 stuff and without IT the thing is pointless. So I spent 3 weeks building this ROTLAY awsume thing thats completely useless unless this last thing works.... SO I'VE SPEN the last 4 hours working on it and I think I FOUNd a way to make it work 100 times better then it used to be working and half as well as I would have liked it to work.

BUT THE GOOD NEWS IS!!!. If I dont fall asleep and start drooling (not that I drool in my sleep) on my keyboard then I't migt but redie for a BETA compile TONIGHT. YES YES your so confuseed you have no idea what I'm saying and all you really understnd is 'BETA ToNIGHT' AND you like that dont you HAHAHAHA!!!


Edit: YEAHHHH!!! "Too many t-junctions to fix up!"
seeeee
Too many t-junctions to fix up!
Too many t-junctions to fix up!
Too many t-junctions to fix up!
Too many t-junctions to fix up!
YAHHHHH .....

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
...... grrrrrrr. o joy. (so what? mixed emotions ehh?)
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Nicadeamas

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Post Tue Feb 26, 2008 12:56 pm

Re: update 2-27-08

.
Well you might want to just delete this whole thread because its just been me rambleing to myself and you cant understand half of it... but hey, its funny I'll bet.

Anyway, we are at the 95% mark. Probably about time for a big setback.

Right now I'm working on makeing things move the way I want them, that includes both NPC's and entities.
But all in all its comeing along quickly. And no I havent had any sleep yet. Yeah I could have typed everything as understandable as this but I was well yeah to tired. lol.
I think by now I've had enough coffee.. well not enough, I still want more. But I've had enough to get my fingers hiting the keys at 90% accuracy rather then 60%. So, most of everything miss spelled in this post is miss spelled because I thought I spelled it right. :t3cool:

For those of you interested, the last 5% of this map is:

1. learning and building the teleports to link maps 1 and 3 to map 2.
2. Adding areas you can see but cant go to. (behind the teleport areas.)
3. Fixing up the 3 errors I currantly am haveing.
4. Beta testing.

Right now I am able to make it through the whole map in about 17 min.
And I have lighting on full, I know where every bad guy is, I know how to solve every puzzle, and I know where all the guns are at. So when it does come time to beta you guys get to tell me what your times are. :-D
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DeathSpector

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Post Tue Feb 26, 2008 1:32 pm

Re: update 2-27-08

Some how I understand all this. But I do have a migraine now.
#1. just make sure I have a 'crowbar' ;)
#2. 400(7)=2800-0.1= IOW it's 28 not 30 :D .
#3.it's beta tessing not testing :t3lol:

messing with ya! :t3razz:

You better stop working so hard, or you'll end up like me.
ei: can have a debate on thermal fusion, but can't spell eight
or my last name without thinking. :t3blkninjavanish: :t3eek:
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vecima

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Post Tue Feb 26, 2008 2:05 pm

Re: update 2-27-08

sounds good... i can't wait to try it out.

for those who have never played a map that Nicadeamas has made - be ready for some mind bending... every time he freaks out like this ahead of time, the result has been something that i never even would have thought was possible.
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tyrtill

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Post Tue Feb 26, 2008 2:41 pm

Re: update 2-27-08

I believe that it was nic that created the mega crazy waterfall. I should look at the maps that I have and see what other stuff I've downloaded.
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Nicadeamas

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Post Tue Feb 26, 2008 5:14 pm

Re: update 2-27-08

.
lol the WATERFALL. ohhh yeahh I remember that, that was fun, looked real too, to me anyway. :t3cool:

I still got that map if anyone wants it.

Vecima: *evil laugh* Wahahahaaaaa *evil laugh*
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vecima

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Post Tue Feb 26, 2008 6:12 pm

Re: update 2-27-08

i created a waterfall once. i used to work for the mod "The Corporation" a couple years ago... i think the mod's dead now... anyway... i also did some river rapids. waterfalls and river rapids are some of the more interesting things you can do with displacements.
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theblahman

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Post Wed Feb 27, 2008 2:45 am

Re: update 2-27-08

Dude, close STEAM and sleep for a few days :P
Resident Monkey Team Lead
Type 3 Studios Community Member
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tyrtill

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Post Wed Feb 27, 2008 12:50 pm

Re: update 2-27-08

I was searching through my old maps and found an interesting project I was working on. Waves in source. I don't know why I scrapped the project but here were my results

http://lostsanctum.com/files/waves.avi

requires divx codec
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