![Crying or Very sad :cry:](./images/smilies/icon_cry.gif)
My TNMItems is being retarded. What's the proper Editpackages order, again?
Moderator: TNM Team
Heh. Do you know how to open the fountain, then? Perhaps we should put the button in a more easily found place?Trestkon wrote:Jonas, that map is sweeet![]()
I must first admit that I didn't find any of the secrets until I used the ghost cheat:p I really, really like the button in the microwave :-p The Rot13 one is also awesome, although I couldn't figure out how to open that door...
Shouldn't be a problem, there's a fireplace wood model in the game we can use.-Maybe the fires should actually be burning wood? That might add too many BSP hole opportunites, though.
Thanks! They took ages to place-Excellent soundfx all throughout the leve!
Good idea, I'll duplicate the spotlights in the worship room with the statue.-OiNutter needs some sort of lights shining on him or something. He just doesn't stand out in that gigantic room like he should.
lol, that's the trigger for the door that hides the Ominous Tome-Is something suppose to happen when I frob the lantern? I can't remember what we were going to hide with that thing.
Hm, that sounds weird. I'll need a screenshot though.-In the tunnels under the Melk fountain, if you bump against the ceiling there is some BSP errorage that lets you see through the ground.
lol I didn't, ZP made that whole cave-Dolphin bonus rocks, crystals are amazing (how'd you make those, anyway?)
Uhm, are you sure you don't just suck?-I couldn't actually jump out of the tunnel back into the fountain
Roger, I shall dampen their sound.-I thought the crickets were a bit loud in the courtyard
Thanks! I shamelessly stole that idea from DDL's HDTP demo map-I loved the gate to the maintenance area and the way it opened!
Hm? I really love it... but if people agree it's muffled, I'll ask Grub to look at it.-I also like that they use shotguns on me:) However, I think we need to look at the shotgun fire sound. To me it sounds muffled and not as scary as it should.
Thanks, that's something I actually made. However, it'll be even cooler when we script it.-The Athena battle room rocks, her little pond is very nice
It reveals a badass TV in the ceiling-WTR does that button next to the bed in the apartment do?!? (besides making a cool sound)
Alright, your ideas serve well as inspiration. I'll think about it too, and we can compare notes when we meet tonight-Overall, I'd say it *does* feel a little empty. I mean, it's just such a massive space, and it's mostly filled with bark spouting guards. Ideally, we'd write a bunch more convos, but screw that, it makes way too much more work on the voice acting front. I'd say the level would benefit from at least one little subplot that's played out entirely in datacubes/notes/placement of items. You know, the usual interesting little deal where maybe there's a Llama spy among the guards. You could read about it in some datacubes and notes left by the Goat SS, who are looking for the spy. And then one of the guards (when killed) has something on him that makes you go, 'OMR, I killed the spy!'. ...or something like that. It's a little late right now so I'm not too into the thinking, but I might dream something up tonight:p
Thanks! A lot of people have worked on this map, I just put it all together and messed around with the gameplay a bit, but I'm happy to take all the credit, though.Fantastic job setting that all up, Jonas!!