1. Post #1361
    code_X's Avatar
    January 2010
    107 Posts
    could you optimize the tunnels a little by adding invisible "walls" around the corners of the pillars, so players dont get stuck on the pillars while walking (and not look where they are walking to)?
    I drawed this to show what I mean (its the view of tunnels from top):

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  2. Post #1362
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    could you optimize the tunnels a little by adding invisible "walls" around the corners of the pillars, so players dont get stuck on the pillars while walking (and not look where they are walking to)?
    I drawed this to show what I mean (its the view of tunnels from top):

    It was suggested by HighVoltage and myself and various community members already. It was voted down over time. Making this modification becomes less of an issue more so because the tunnels are wider now.

    Edited:

    In light of these news, I threw this together:



    I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb.

    Very much inspired by gm_construct2008
    I also forgot to mention that this looks gorgeous.
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  3. Post #1363
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,418 Posts
    It was suggested by HighVoltage and myself and various community members already. It was voted down over time. Making this modification becomes less of an issue more so because the tunnels are wider now.
    I don't understand why we wouldn't add something that only helps more
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  4. Post #1364
    endorphinsam's Avatar
    January 2010
    3,997 Posts
    I implemented sphere physics objects for the AR2 balls to stop crashing, although they get stuck in air for some reason

    Interesting
    Wrong thread?
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  5. Post #1365

    June 2010
    53 Posts
    I don't understand why we wouldn't add something that only helps more
    How about you optimize your brain and not run into pillars like a dumb person...Joking :P
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  6. Post #1366
    Darkassassin0's Avatar
    January 2012
    216 Posts
    could you optimize the tunnels a little by adding invisible "walls" around the corners of the pillars, so players dont get stuck on the pillars while walking (and not look where they are walking to)?
    I drawed this to show what I mean (its the view of tunnels from top):

    Just thought i'd point this out, the "Invisible walls" are called player clips.
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  7. Post #1367
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,418 Posts
    How about you optimize your brain and not run into pillars like a dumb person...Joking :P
    You're so witty.

    Player clip is for players. The best it will do is keep people from snagging on them, and props will go right through it.

    [sub]I also hope that the pillars are func_detailed.[/sub]
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  8. Post #1368
    Stinger21's Avatar
    August 2010
    293 Posts
    What does it look like from higher up?
    It looks like cards. and buildings.

    Added more buildings and background objects. also made the "cards" more complex.
    I think the last picture kinda ruins the effect though.


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  9. Post #1369
    Gold Member
    bliptec's Avatar
    August 2009
    524 Posts
    It looks like cards. and buildings.

    Added more buildings and background objects. also made the "cards" more complex.
    I think the last picture kinda ruins the effect though.


    Sexy

    Edit:

    Since you actually wanted feedback: the walls could use depth. Either that or merge the skybox with the map better.

  10. Post #1370
    Gold Member
    MacD11's Avatar
    April 2009
    4,930 Posts
    It looks like cards. and buildings.

    Added more buildings and background objects. also made the "cards" more complex.
    I think the last picture kinda ruins the effect though.


    That skybox is amazing, please continue working on this!
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  11. Post #1371

    April 2012
    1 Posts
    Dude that's freaking awesome! Good Job!
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  12. Post #1372
    NowWeWin's Avatar
    January 2010
    207 Posts
    It's really great, but don't the buildings in the skybox look a tad dingy?
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  13. Post #1373
    phabeZ's Avatar
    November 2008
    1,153 Posts
    It looks like cards. and buildings.

    Added more buildings and background objects. also made the "cards" more complex.
    I think the last picture kinda ruins the effect though.



    If it's not too much to ask, do you think you could use different cards for each hill? I'm not sure on the availability of different, but matching hills, but the repetition of the hills I find annoying, and while it may not be very noticeable here (though you can notice it if you try), on the most played GMod map I'm sure people would begin to notice it, and it's kind of a "can't unsee" scenario.

    Of course it's not a big deal at all really, but if you can use a little more variation, or perhaps rotate the textures around a bit so it's not as noticeable, it'd be great.
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  14. Post #1374
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,608 Posts
    How about you optimize your brain and not run into pillars like a dumb person...Joking :P
    How about you optimize your posts to not show how much of a dumb-fuck you are... Not joking.
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  15. Post #1375
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Any one else here sick of flame wars starting in this thread??
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  16. Post #1376
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,608 Posts
    Any one else here sick of flame wars starting in this thread??
    No? Why would anyone ever be sick of that.
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  17. Post #1377
    Gold Member
    DarthTealc's Avatar
    October 2007
    504 Posts
    I had an idea for additional access to the water room.

    Ignore the streaking sky and invisible water - Somehow I managed to stuff up the compile - but it still demonstrates what I'm trying to convey.



    This is a top-down diagram of the modification it involves



    If any portion of it is liked, and if the map developers want it, I'll upload the VMF so bits can be added into the official map. (It will require some tweaking but it should at least save you time from making it from scratch)
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  18. Post #1378
    Stinger21's Avatar
    August 2010
    293 Posts
    If it's not too much to ask, do you think you could use different cards for each hill? I'm not sure on the availability of different, but matching hills, but the repetition of the hills I find annoying, and while it may not be very noticeable here (though you can notice it if you try), on the most played GMod map I'm sure people would begin to notice it, and it's kind of a "can't unsee" scenario.

    Of course it's not a big deal at all really, but if you can use a little more variation, or perhaps rotate the textures around a bit so it's not as noticeable, it'd be great.
    The texture used to make the cards is 2 mb in size and the more different hills I add, the larger the filesize gets.
    Picture used in the very first screenshot (1 mb)


    Textures used right now (2mb)


    I could use this texture (3-4 mb) But that's up to Highvoltage. if he thinks it's worth the filesize.


    Edit:
    Artistic? what. I did not make these textures.
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  19. Post #1379
    Kate Adams
    COBRAa's Avatar
    June 2009
    978 Posts
    Worth it.

    Edited:

    IMO
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  20. Post #1380
    TDocter's Avatar
    October 2009
    1,095 Posts
    What's a few mb these days, I'd say go with it.
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  21. Post #1381
    Stinger21's Avatar
    August 2010
    293 Posts
    What about having a button to toggle the 3D skybox on and off, so that players who want can build their own skybox? I mean, I can think of hundreds of cool uses for this.
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  22. Post #1382
    Gold Member
    kimr120's Avatar
    March 2010
    5,291 Posts
    What about having a button to toggle the 3D skybox on and off, so that players who want can build their own skybox? I mean, I can think of hundreds of cool uses for this.
    Just noclip to it.
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  23. Post #1383
    Stinger21's Avatar
    August 2010
    293 Posts
    Just noclip to it.
    What.
    You'll still have to noclip to get to the skybox. What I meant is having a button which disables all the buildings and all but the very background terrain cards, Allowing the players to build their own skybox.
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  24. Post #1384
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    What.
    You'll still have to noclip to get to the skybox. What I meant is having a button which disables all the buildings and all but the very background terrain cards, Allowing the players to build their own skybox.
    Going into the skybox should be discouraged, it's a nuisance.
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  25. Post #1385
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts
    The texture used to make the cards is 2 mb in size and the more different hills I add, the larger the filesize gets. Picture used in the very first screenshot (1 mb) Textures used right now (2mb) I could use this texture (3-4 mb) But that's up to Highvoltage. if he thinks it's worth the filesize. Edit: Artistic? what. I did not make these textures.
    Go ahead, use them. They look great :)
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  26. Post #1386
    Gold Member
    superadamwo's Avatar
    January 2006
    650 Posts
    Is there anyway that skybox could be brightened up a bit? It looks pretty good but kind of dark and jungly to me right now.
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  27. Post #1387

    June 2010
    53 Posts
    I kind of agree with superadamwo the fog makes it look dark and gloomy maybe we could re-test different lighting settings and fog settings to see if we could improve that and include screen shots to vote on


    Also i think it would be neat to see smoke coming out of one or two of them industrial stacks
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  28. Post #1388
    PresidentDomo's Avatar
    July 2011
    128 Posts
    Also i think it would be neat to see smoke coming out of one or two of them industrial stacks
    That would be bad for people who make stop-motion videos with Gmod (such as myself)
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  29. Post #1389

    June 2010
    53 Posts
    That would be bad for people who make stop-motion videos with Gmod (such as myself)
    I would have never even though about that

  30. Post #1390
    Kavukamari's Avatar
    May 2008
    240 Posts
    Don't ever add an automatic teleport for when people go to the skybox

    I hate when I'm trying to mess around in the skybox and the map teleports me to the main map.

    just saying, it's a mess-around map
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  31. Post #1391
    Gold Member
    vexx21322's Avatar
    December 2008
    10,613 Posts
    There should be 0 teleports.
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  32. Post #1392
    Stinger21's Avatar
    August 2010
    293 Posts
    Going into the skybox should be discouraged, it's a nuisance.
    why? People are going to go into the skybox anyways, why not turn it from a problem into a feature?
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  33. Post #1393
    Gold Member
    sirdownloadsalot's Avatar
    March 2009
    4,608 Posts
    why? People are going to go into the skybox anyways, why not turn it from a problem into a feature?
    Because it's unnecessary.
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  34. Post #1394
    SamOwnsYou's Avatar
    January 2012
    2 Posts
    How about players being teleporting to spawn if they attempt to noclip into the skybox?
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  35. Post #1395
    Kate Adams
    COBRAa's Avatar
    June 2009
    978 Posts
    I think its under water tunnels need expanding, and rooms you can only get to via the under water tunnels.
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  36. Post #1396
    I'm the only black guy on The Internet huh?
    Garrison's Avatar
    March 2012
    861 Posts
    How about players being teleporting to spawn if they attempt to noclip into the skybox?
    No it's just unnecessary, you have to keep in mind this is construct the basic map for new Garry's Mod players to mess around in. By adding all these things you are just adding restrictions.
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  37. Post #1397
    skullorz's Avatar
    May 2009
    936 Posts
    No it's just unnecessary, you have to keep in mind this is construct the basic map for new Garry's Mod players to mess around in. By adding all these things you are just adding restrictions.
    The end of the map is a restriction, should we remove that too?
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  38. Post #1398
    Kate Adams
    COBRAa's Avatar
    June 2009
    978 Posts
    You're getting confused between restriction and limitation.
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  39. Post #1399
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts
    Garry made a suggestion to replace the tunnels because they don't match the style of everything else.
    What he came up with is to make the tunnels like they were actually dug through the ground, with the one along the side about twice the width of the buggy and the one through the center being the width of one.
    That is easy enough to do but the one thing I can't figure out how to do it to connect them the surface, submarine room, skyscraper and the spawn building.

    I want to see what other people think of the idea and if they have any suggestions other the just plain archways like the rest of the buildings have.
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  40. Post #1400
    Gold Member
    vexx21322's Avatar
    December 2008
    10,613 Posts
    Garry made a suggestion to replace the tunnels because they don't match the style of everything else.
    What he came up with is to make the tunnels like they were actually dug through the ground, with the one along the side about twice the width of the buggy and the one through the center being the width of one.
    That is easy enough to do but the one thing I can't figure out how to do it to connect them the surface, submarine room, skyscraper and the spawn building.

    I want to see what other people think of the idea and if they have any suggestions other the just plain archways like the rest of the buildings have.
    You could try to make it look like some mineshaft.
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