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America's Army => mAAp Project => Topic started by: Maxbulldog_53 on Tuesday, May 29, 2012, 07:40:41 AM

Title: Latest Project
Post by: Maxbulldog_53 on Tuesday, May 29, 2012, 07:40:41 AM
So I've recently started my first map from scratch and heres some screenshots of what i got so far:
Ill post a video shortly as well.

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123692853-3.jpg&hash=9cd2a7461cf15f8849e1656d1be73d69)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123692852-3.jpg&hash=76eab48e561ead698677e40e7e7555e6)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123692849-3.jpg&hash=57fff415874027d3f7f49b0b62ee622f)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123692847-3.jpg&hash=1310ca3dcc3d29976cdf740d601f21a0)

Oh and yes that is the elevator from breakout :)

*EDIT*

Heres the video:
http://beta.xfire.com/videos/57741e/ (http://beta.xfire.com/videos/57741e/)
Title: Re: Latest Project
Post by: BlueBlaster on Tuesday, May 29, 2012, 12:56:24 PM
Interesting, I see you have most of the layout. It looks like a cross between breakout, training, and sf water treatment. So what is the mission?
Title: Re: Latest Project
Post by: Maxbulldog_53 on Tuesday, May 29, 2012, 19:01:44 PM
get in
kill all mother fuckers
get out

Essentially Yes. lolz

But really its supposed to be setup like an office building. I want the map to be a double assault map because i think aa has too many assault defense maps. Not sure on how the objs are gonna work yet.
Title: Re: Latest Project
Post by: eKC0mm on Tuesday, May 29, 2012, 20:07:11 PM
Symmetrical, even. competition map!

jkjk follow your creative heart. :)
Title: Re: Latest Project
Post by: BlueBlaster on Tuesday, May 29, 2012, 20:37:42 PM
Water Treatment will give you good ideas on the office aspect, it has the best looking office in the game. Obj could be to grab a briefcase or something, except nobody has coded that obj into our editor yet lol.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Wednesday, May 30, 2012, 03:23:16 AM
just another video update:

http://beta.xfire.com/videos/5779cc/ (http://beta.xfire.com/videos/5779cc/)
Title: Re: Latest Project
Post by: BlueBlaster on Wednesday, May 30, 2012, 16:52:31 PM
Cool. Have you thought of a place to have the box storage area lead to? It seems like a lonely room.
Title: Re: Latest Project
Post by: Alex on Wednesday, May 30, 2012, 22:01:56 PM
just another video update:

http://beta.xfire.com/videos/5779cc/ (http://beta.xfire.com/videos/5779cc/)
Damn, that's a lot of progress for the little time you've had the editor.
Title: Re: Latest Project
Post by: Possessed on Wednesday, May 30, 2012, 23:58:35 PM
Obj could be to grab a briefcase or something, except nobody has coded that obj into our editor yet lol.

Quote from: 2.5 AGP_Gameplay.u
Keypoint > BaseObjective > AGP_TriggeredObjective > AGP_ActivatedObjective --> AGP_CarryObjective

 AGP_CarryObjective is the missing class or it has nothing to do  ????
Title: Re: Latest Project
Post by: Spanky on Thursday, May 31, 2012, 00:02:13 AM
Our editor is 2.4.1. The CarryObjective wasn't coded at that time, thus we don't have access to it to use in the editor. It was introduced in 2.5. It's a shame we don't have the 2.5.1 editor :)
Title: Re: Latest Project
Post by: Alex on Thursday, May 31, 2012, 00:21:58 AM
Our editor is 2.4.1. The CarryObjective wasn't coded at that time, thus we don't have access to it to use in the editor. It was introduced in 2.5. It's a shame we don't have the 2.5.1 editor :)
Can't do explod-able walls like in PCR or Blizzard either.
Title: Re: Latest Project
Post by: Possessed on Thursday, May 31, 2012, 00:26:17 AM
Our editor is 2.4.1. The CarryObjective wasn't coded at that time, thus we don't have access to it to use in the editor. It was introduced in 2.5. It's a shame we don't have the 2.5.1 editor :)
cant you try the 2.5 package? I think u can make a new package, like ur camera package
Title: Re: Latest Project
Post by: Archeh on Thursday, May 31, 2012, 00:26:44 AM
Damn, I just imagined a more modern aim map / training map with a dividing wall down the center and each team has one rocket.
Title: Re: Latest Project
Post by: Spanky on Thursday, May 31, 2012, 00:27:48 AM
Can't use the 2.5 code. It's got a different bytecode. You also can't compile code in the 2.4.1 editor and expect it to work in 2.5.
Title: Re: Latest Project
Post by: Possessed on Thursday, May 31, 2012, 00:39:39 AM
Can't use the 2.5 code. It's got a different bytecode. You also can't compile code in the 2.4.1 editor and expect it to work in 2.5.

I'm wondering if 2.4.1 can read UE2 runtime code,so u can grab 2.6 file and convert it  ???
Title: Re: Latest Project
Post by: Alex on Thursday, May 31, 2012, 00:41:39 AM
nope u cant do that
Look at little skrewy talking like he knows what's being discussed.
Title: Re: Latest Project
Post by: Spanky on Thursday, May 31, 2012, 00:42:19 AM
They're all different bytecodes. Although, I'm now perplexed because while code created in 2.4.1 can't run in 2.5, code created for 2.5 in the UE2 runtime with AAOClass files CAN be loaded into the 2.4.1 editor. I made 2 placeable actors that work that way. Hmmm.
Title: Re: Latest Project
Post by: BlueBlaster on Thursday, May 31, 2012, 00:45:04 AM
Why not dump the CarryObjective script. Keep only the variable names and function names. Then compile it the usual way. It should load in the editor if you put the EditPackages line for armyops.ini
Title: Re: Latest Project
Post by: Possessed on Thursday, May 31, 2012, 00:48:58 AM
Why not dump the CarryObjective script. Keep only the variable names and function names. Then compile it the usual way. It should load in the editor if you put the EditPackages line for armyops.ini

unless u tell the editor to load this class from agp_gameplay, u will need to make a complete package.
Title: Re: Latest Project
Post by: Spanky on Thursday, May 31, 2012, 00:51:02 AM
u should see my complete package

Can you put a thumbtack on it so we know where to look?
Title: Re: Latest Project
Post by: Possessed on Thursday, May 31, 2012, 00:53:00 AM
u should see my complete package
we aren't talking about your anus.
Title: Re: Latest Project
Post by: orton on Thursday, May 31, 2012, 01:10:55 AM
Hi http://dl.dropbox.com/u/7352483/Photos%20of%20humans/Picture%2035.jpg
Title: Re: Latest Project
Post by: Possessed on Thursday, May 31, 2012, 01:23:07 AM
well, I think AGP_Gameplay.u from this SDK(runtime code) Link* (http://www.aamods.com/downloads.php?name=sdkv2.6.rar) can be used to add the obj, you wil have to switch between both files because this one is stripped, add obj must be the last thing to.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Thursday, May 31, 2012, 02:05:11 AM
Cool. Have you thought of a place to have the box storage area lead to? It seems like a lonely room.


Yeah I was thinking the same thing and couldnt think of anything to do with it. I figured something out though. Another update coming soon :)

*EDIT*

Some screenshots (video coming when my internet stops being a douche):

Tunnels:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720816-3.jpg&hash=09b784fd4701062c8f89eeb4ab1646ba)

Storage Room:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720812-3.jpg&hash=b0758089f089a30dc395c1e9b32778ea)

Top floor offices observing pump room:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720811-3.jpg&hash=5ee401f40717cdbfbf5e640226d225aa)

First floor office:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720810-3.jpg&hash=27e200f396ad2977d326ee6600dd9509)

First floor office 2:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720809-3.jpg&hash=6de7034775afce0581c76a1cc036ec35)

First floor conference room:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720805-3.jpg&hash=977682530f328b5e4fe8f1659d2f917b)

First floor lobby:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720798-3.jpg&hash=4c40ac0dcf5f942256bccad6dfd7ed7d)

First floor main work room:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720795-3.jpg&hash=3d63e6e88d89e111a57de573403855a2)

Parking garage elevator entrance:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720788-3.jpg&hash=477b50cb3b292ee4680d96b1f3bbb5df)

Hole in ceiling of parking garage looking into the first floor lobby:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720786-3.jpg&hash=5d18e5113d438d297e8e893ebcc4d72e)

Parking garage:
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123720784-3.jpg&hash=64d7e768dd377e63b4194b975cf342ae)


Keep in mind the only thing that is actually lit is the parking garage. I have not done all the detailed lighting work throughout the rest of the  map yet. What do ya guys think?

*EDIT*

I got everything lit as well as took a video.

http://beta.xfire.com/videos/5782ea/ (http://beta.xfire.com/videos/5782ea/)
Title: Re: Latest Project
Post by: Spanky on Thursday, May 31, 2012, 13:25:12 PM
I'm impressed, really :)
Title: Re: Latest Project
Post by: Maxbulldog_53 on Thursday, May 31, 2012, 13:38:48 PM
I'm impressed, really :)

Im not sure weather I should jump for joy or cower in the corner like a schoolgirl...

Title: Re: Latest Project
Post by: Spanky on Thursday, May 31, 2012, 13:49:26 PM
I meant it sincerely so, jump for joy.
Title: Re: Latest Project
Post by: BlueBlaster on Thursday, May 31, 2012, 14:07:20 PM
unless u tell the editor to load this class from agp_gameplay, u will need to make a complete package.

You can load the class from another package and it should still work. It just needs to be a placeholder in the editor, it doesn't need any code.
Title: Re: Latest Project
Post by: Possessed on Thursday, May 31, 2012, 15:21:27 PM
well, I think AGP_Gameplay.u from this SDK(runtime code) Link* (http://www.aamods.com/downloads.php?name=sdkv2.6.rar) can be used to add the obj, you wil have to switch between both files because this one is stripped, add obj must be the last thing to.

page 2 :o
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 01, 2012, 01:45:38 AM
had a little 3v3 in the map tonight with some friends. Was pretty fun actually. Found some issues I gotta work out but overall it played well and everyone had a lot of fun.
Title: Re: Latest Project
Post by: Ganja on Friday, June 01, 2012, 06:04:44 AM
Must feel awesome to play a map u made. Any secret tricks or bugs u made for yrself? :)
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 01, 2012, 14:27:44 PM
Must feel awesome to play a map u made. Any secret tricks or bugs u made for yrself? :)

haha no just want to create a fair and balanced map :D
Title: Re: Latest Project
Post by: Alex on Sunday, June 03, 2012, 01:42:15 AM
I don't want be a downer but 99% of the BSP in your map isn't aligned properly.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Sunday, June 03, 2012, 01:49:50 AM
I don't want be a downer but 99% of the BSP in your map isn't aligned properly.

really? I've been snapping everything to the grid and making sure nothings overlapping.
Title: Re: Latest Project
Post by: Spanky on Sunday, June 03, 2012, 02:01:15 AM
I don't want be a downer but 99% of the BSP in your map isn't aligned properly.

Son, I am proud.

Just to echo what I said in-game, you need texture work, scale most all textures in your map down by 50% at least. Then you need to focus on lighting, there's overbright areas and no shadows in other areas. Then an AGP_Viewpoint.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Sunday, June 03, 2012, 02:13:04 AM
yeah i actually just figured out how to manipulate the texture panning and scaling so im off to work. :D
Title: Re: Latest Project
Post by: Spanky on Sunday, June 03, 2012, 02:16:08 AM
AW YEA! Sounds good.

By the way, I never looked at your BSP alignment, too lazy to look now.
Title: Re: Latest Project
Post by: Alex on Sunday, June 03, 2012, 02:22:15 AM
really? I've been snapping everything to the grid and making sure nothings overlapping.
You want everything to line up to the thicker lines.
Title: Re: Latest Project
Post by: BlueBlaster on Sunday, June 03, 2012, 02:59:08 AM
In addition to the grid, your BSP needs to be in powers of 2. Unless I know the exact dimensions I want, I usually build objects from the standard 256x256x256 cube with the vertex editor. I make sure snapping is on and I set the grid to 4 and start vertex editing. I use 4 because when I make doorways, size 4 is the only size you can use to align doorways properly. I havent taken a look at the map either, just because I don't want to install dropbox on my laptop and I'm too lazy to download it from the web interface.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Thursday, June 07, 2012, 14:36:40 PM
So I've been revamping my entire map to fix a lot of issues that I had. So far I've completely redone the BSP so everything is aligned properly (to the thicker lines on the grid) and I've also been working on the lighting because it was poorly lit before. Heres some screenshots of how it's coming along:

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123848831-3.jpg&hash=408307ac8e2cb74e4f9935d8951ba578)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123848823-3.jpg&hash=7b00ce98b0273b7e2b3c9495a4bdf10d)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123848817-3.jpg&hash=1649f7b8ad46cb5c251c86c24842e2e6)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123848810-3.jpg&hash=0eabde25ed28b7b0ff941afecff08d6a)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123848801-3.jpg&hash=8fab934092f8e18b04817d7a63ef5e9c)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123797942-3.jpg&hash=6578c672b6036449f8ef38ecf53470c8)

Last ones just because :P
Title: Re: Latest Project
Post by: Possessed on Thursday, June 07, 2012, 14:40:52 PM
I noticed that the Vent textures are a bit large in office assault v2 :D
Title: Re: Latest Project
Post by: Maxbulldog_53 on Thursday, June 07, 2012, 14:44:42 PM
I noticed that the Vent textures are a bit large in office assault v2 :D

Yeah I actually have scrapped the vents all together. There wasnt really a need for them.
Title: Re: Latest Project
Post by: Possessed on Thursday, June 07, 2012, 14:50:17 PM
Yeah I actually have scrapped the vents all together. There wasnt really a need for them.
vents remind me of a CS 1.6 map: cs_assault
Title: Re: Latest Project
Post by: BlueBlaster on Thursday, June 07, 2012, 14:57:29 PM
I brought up CS yesterday and they all said they never played it before lol
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 08, 2012, 12:24:27 PM
So I've been doing a crazy amount of work on my map and I feel it's ready for release. I shoved it in the 7.2 folder along with some briefings. Hope thats ok :)
Title: Re: Latest Project
Post by: Spanky on Friday, June 08, 2012, 13:33:50 PM
It's ok as long as you do the tours.ini too :)
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 08, 2012, 13:46:00 PM
I was actually looking through the tours but was waiting for an reply here. Does this include the little thumbnail screenshot of the map and all the stuff?
Title: Re: Latest Project
Post by: Spanky on Friday, June 08, 2012, 13:51:52 PM
I have to do a screenshot for Killa's map so I can do one for yours as well. I'm quite picky with how it's done. I can layout the process though:

Open GPU control panel, force Anti-Aliasing to highest, tweak all other settings for quality. Open AA, set all settings to the highest. setres 1280x720 in console. Disable HUD. Find a good spot in the map and snap away with FRAPS in PNG mode. Then upload it to the website and then open it in Photoshop and squish (not crop) the image to 512x512, then import that into the editor.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 08, 2012, 14:29:26 PM
coolio. I guess fraps and photoshop are a few programs i should get
Title: Re: Latest Project
Post by: Spanky on Friday, June 08, 2012, 14:30:08 PM
Yea, X-Fire blows :)
Title: Re: Latest Project
Post by: Alex on Friday, June 08, 2012, 14:54:36 PM
I have to do a screenshot for Killa's map so I can do one for yours as well. I'm quite picky with how it's done. I can layout the process though:

Open GPU control panel, force Anti-Aliasing to highest, tweak all other settings for quality. Open AA, set all settings to the highest. setres 1280x720 in console. Disable HUD. Find a good spot in the map and snap away with FRAPS in PNG mode. Then upload it to the website and then open it in Photoshop and squish (not crop) the image to 512x512, then import that into the editor.
Just curious, by why does it have to be 1280x720?
Title: Re: Latest Project
Post by: Spanky on Friday, June 08, 2012, 15:04:03 PM
That's 720p, it's also a widescreen aspect ratio. When you squish a widescreen image to be a square image, then play the game on a widescreen monitor which stretches square images wider, it makes it look normal. It's a trick, really.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 08, 2012, 17:29:52 PM
tours.ini is all edited and what not 8)
Title: Re: Latest Project
Post by: Spanky on Friday, June 08, 2012, 17:44:12 PM
Looks like it will be in v7.2 then :)

I'm a little unsure about the briefing names. If you take those briefings and the tours.ini, does it work in your AA install?
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 08, 2012, 17:58:45 PM
the briefings dont work but everything else does
Title: Re: Latest Project
Post by: Spanky on Friday, June 08, 2012, 18:02:02 PM
Try a _ after MP, that's what looked fishy to me.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Friday, June 08, 2012, 18:06:30 PM
i have dashes after all the MP in the briefings and in the mapname.


i also noticed the briefings for killas map didnt show up either
Title: Re: Latest Project
Post by: Spanky on Friday, June 08, 2012, 18:28:42 PM
You're missing the 3rd briefings file. Add that and then see if it works.

I'm pretty sure the briefings are loaded with the same name as the map file.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Monday, June 11, 2012, 13:43:57 PM
so heres some screenshots from the pretty much finished version of my first map that will be included in mAAp 7.2. Check it out!

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919367-3.jpg&hash=07615cd441dba4d5e7a21009884d9956)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919363-3.jpg&hash=df6fea7397dc028ebce66e182e35b09b)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919361-3.jpg&hash=a31bbb918d69f99b301059c5ec24c309)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919356-3.jpg&hash=d05904f620e37b074b7f78f22dc583f4)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919354-3.jpg&hash=1bc0a2de92690df4588826de3080a807)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919348-3.jpg&hash=816b981138b69c717b8e8bcb5e6df065)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919342-3.jpg&hash=7ed708d19eca4a847166c005f592172f)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919339-3.jpg&hash=da7f6d953b6fcd44feafe64497f2af67)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919337-3.jpg&hash=6f2a4a352ebb6784bd0bd33625eef3ad)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919332-3.jpg&hash=916621c1798b4744a60979a0e47f8ea2)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919330-3.jpg&hash=f11cbd077aca050a9761265b02f2f7a4)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919325-3.jpg&hash=82d41dc4418db1fe87dcaeb5ef673205)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919322-3.jpg&hash=e0036243341efff9ac5d101208173646)

(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F123919320-3.jpg&hash=ec39e1e2856f47f7183975342ae3c667)
Title: Re: Latest Project
Post by: Spanky on Monday, June 11, 2012, 13:55:06 PM
Get cranking on those lightmaps man, you need some epic shadows to finish her off!
Title: Re: Latest Project
Post by: Maxbulldog_53 on Monday, June 11, 2012, 14:03:54 PM
im not sure i understand the concept of a "lightmap" I cant seem to figure out how to get shadows to work?
Title: Re: Latest Project
Post by: Spanky on Monday, June 11, 2012, 14:17:18 PM
Select BSP surface > F5 > Pan, Rot, Scale > Lightmap

256 for surfaces with no real shadows, up to 4 for surfaces with real detailed shadows. Using 256 as much as you can will lower map size and reduce required video memory. Trick is balancing both so you don't increase or decrease map file size but gain tons of great shadows.
Title: Re: Latest Project
Post by: BlueBlaster on Monday, June 11, 2012, 16:00:41 PM
I think it needs pipes running through the ceiling and large rooms need the structure support mesh like in weapons cache. Of course these are all just cosmetics.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Tuesday, June 12, 2012, 08:58:24 AM
I think it needs pipes running through the ceiling and large rooms need the structure support mesh like in weapons cache. Of course these are all just cosmetics.

added some structure supports and got the lightmaping done. The pipes seem to be a bit of a challenge but i shall work on it :)
Title: Re: Latest Project
Post by: BlueBlaster on Tuesday, June 12, 2012, 14:22:07 PM
Even simple pipes can change a lot. When I added them to glass kill house I think it made a difference.
Title: Re: Latest Project
Post by: Maxbulldog_53 on Tuesday, June 12, 2012, 14:39:12 PM
Yeah I'm definitely going to add them to the pump and storage rooms. I dont think pipes on the ceilings would fit well in the offices but i could continue with the air conditioner vents like i did in the main blue offices.
Title: Re: Latest Project
Post by: Spanky on Tuesday, June 12, 2012, 15:28:35 PM
Ceiling fans of death would be nice in the offices. I know there's several here that have a special place in their heart for the one on Pipeline. It has a tendency to attract bunny hoppers.
Title: Re: Latest Project
Post by: Alex on Tuesday, June 12, 2012, 15:32:04 PM
Ceiling fans of death would be nice in the offices. I know there's several here that have a special place in their heart for the one on Pipeline. It has a tendency to attract bunny hoppers.
lol. the first time I found out about that me and blue were palying. I jumped and died and it was the biggest WTF moment I have ever had in AA.
Title: Re: Latest Project
Post by: Jason on Tuesday, June 12, 2012, 16:42:50 PM
I jumped and died and it was the biggest WTF moment I have ever had in AA.
this haha