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Showing content with the highest reputation on 05/31/2019 in all areas

  1. Cirevam

    Time Raiders

    That's some good feedback. This is the kind of stuff I need so I can improve. As for some other things: The Wave Rebel is a future vehicle, so its teleport animation shouldn't be out of place. The Malachite Muncher has a similar one. I got a bit lazy with some of the teleport animations, mostly because their scale doesn't match other animations. I have to eyeball it. It's easy to fix the scaling issues once I see them, but I can't just save the file to make a quick change due to the use of World\Shared files. Not hard, just annoying. The transparency issues are a mix of dealing with Lightwave and game limitations. The fade-in effect is done through the Dissolve channel, which you can't see in Lightwave's preview. I thought I could get away with not using it for some animations if I put the pieces high enough, but it wasn't enough. It's easy to put a dissolve channel on those pieces but it's still like running blind. Other transparent pieces like glass get their transparency overridden by the dissolve channel, so they always look weird during teleport animations. I'm not worrying about other levels yet since I'm remaking everything using some stuff I've learned from other people's maps (like yours) to make them more fun. They will be interconnected as I intended in a sort of "world map" and you will be able to see the beginning and end of each level, with a little bit of the previous and next level each time. In this example, you start at The First Minute, go west to an unknown level, then south to Crossing the Rift. Going up the river leads to one level and the other tunnel might lead to a bonus level. Eventually you'll get to the sanctuary ["this is not a natural formation" intensifies]
    1 point
  2. aidenpons

    Time Raiders

    Took me a little while but I've collated my thoughts! The new stuff is all great, and the Pyrite Punisher is... glorious. It's amazing, in animations, functionality, and coolness. I love its teleport in animation and think you did that fantastically. Also nice to have a couple of minor QOL improvements: - things no longer require upgraded RRs, which is just nice (you'd max out your LRR team and they wouldn't ever make a difference) - RRs can be trained as Geologists - Bulldozers are cheaper and have a lower OxygenCoef (though I'm aware these are just minor numbers and 1% of the effort you put into the models, they're still great changes!) - "Future" is now a thing, although I'm a little confused on its execution (only the Malachite Muncher needs it). Additionally, if it's first in the Dependencies it'll look a little less funny (it won't kick the other requirements off to the left strangely). Not so sure on the new sounds: they'll probably just take a little getting used to, especially the new notifications. I'm used to Chief's bassy voice and a high-pitched female AI operator isn't what I'm expecting. If you can manage a consistent style it'll be great! It's just a little strange to have new sounds after so, so long... It's so cool to finally see all these vehicles and ideas being finished. The new Howitzer looks way better than the previous one, the Command Ships are looking fantastic, the Wave Master and Wave Rebel look like a real boats.... it's great to see. And jars a lot with some of the buildings (eg the Docks ) But that's your next project. So nice to see new icons! The greyed-out ones could do with a little darkening to match the LRR style, but it's great that new icons are here! The engine sounds are quite high-pitched and just probably need getting used to. But if you were to ask me where to find engine sounds I wouldn't have a clue, so anything's an improvement In particular, the Wave Master's idle sound is great! But its move sound is really really really noisy. Ow. Its drill sound (especially its drill wind-down) sound I like more every time I hear it. Aaaaand, of course, have a long list of bugs and general silliness: Things To Do: - Wave Rebel's sound is still the Tunnel Scout's engine - Unraveler's drill animation never sticks the drills 'into' the rock: it aims them too high, like they're drilling empty air. Bugs: Teleport in animations are generally screwy: Lastly, I can't help but notice that you included my previous bunch of levels which are really really really low-quality XD I made those just to have levels to play around with the cool new stuff, and they're not that good. Playable, yes, allow you to play with fun stuff, yes, but high-quality... not really. I have a much better set of levels a couple of posts above, and am kinda curious why those aren't in. (Installation instructions are same as they were before the update).
    1 point
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