L2.0 Posted June 30, 2002 Share Posted June 30, 2002 To help flesh out the "worlds" we are creating. (The levels are massive, more to the level of "world" than "level". Looking for brilliant, creative mappers with experience. If you are interested, contact us at: onedarkelf@chartermi.net. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 30, 2002 Share Posted June 30, 2002 "Massive levals"? That would murder fps/r_speeds wouldn't it? Anyways, I'd love to help, but I have four things I need to finish first, plus a tc to do, so... Oh, and what type of tc is it? What're you changing? May the force be with you. Link to comment Share on other sites More sharing options...
Derisor Posted June 30, 2002 Share Posted June 30, 2002 Actually, only load time would go up. FPS is only relevant for what you see around you and so only a level with poor design would kill that. Load times cound get nasty though. Link to comment Share on other sites More sharing options...
Drakewl Posted July 1, 2002 Share Posted July 1, 2002 jep its only a matter of good or bad level design working with large and wide opened areas you have to use canyon-like mountains, different height levels (ie terraces) or huge buildings to block visibility and therefore increase the effectivity of portals by the way L2.0, the cryptic font on your website should be changed imho although it creates atmosphere, its kindof irritating Link to comment Share on other sites More sharing options...
L2.0 Posted July 1, 2002 Author Share Posted July 1, 2002 Originally posted by Drakewl by the way L2.0, the cryptic font on your website should be changed imho although it creates atmosphere, its kindof irritating Brother, if you think it irritates you, imagine what it does to me lately. I'll be revamping the entire site and putting up some...clearer...info on what we have planned. Link to comment Share on other sites More sharing options...
Drakewl Posted July 1, 2002 Share Posted July 1, 2002 hehe, good thing an exciting website is the very first beginning of almost every mod project *g* putting the story, a not to ambitious feature plan (a solid conversion is better than 100 ideas), artwork, some timelines and detailed infos about the team experience (ie. how you would handle different problems, that arise when creating wide opened areas) on your mod site, should pull some interested persons into the mod Link to comment Share on other sites More sharing options...
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