[WIP] [WIP] [BETA 7] Aerial Faith Plate Quality Control
Quote from Moth on November 13, 2011, 11:08 amThank you for your kind comments
*ALL* of the issue in your video have been addressed, but you'll have to download the upcoming 'Episode One' from team Citruz before you get to play the revised map
Our website is sparse at the moment, but keep checking it - there WILL be news.
Thank you for your kind comments ![]()
*ALL* of the issue in your video have been addressed, but you'll have to download the upcoming 'Episode One' from team Citruz before you get to play the revised map ![]()
Our website is sparse at the moment, but keep checking it - there WILL be news.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from DannySwish on November 13, 2011, 2:53 pmCool! Oh but another thing: Could you (If you haven't already) make it so that when you jump off the railing to your death give it that sort of fading effect in the real game instead of that landing-on-the-floor-and-taking-damage thing? Also remember that...thing I was talking about that you can (or used to be able to) shoot through? In the real game that surface is portalable. Just a thought.
Cool! Oh but another thing: Could you (If you haven't already) make it so that when you jump off the railing to your death give it that sort of fading effect in the real game instead of that landing-on-the-floor-and-taking-damage thing? Also remember that...thing I was talking about that you can (or used to be able to) shoot through? In the real game that surface is portalable. Just a thought.
Quote from DannySwish on November 13, 2011, 3:01 pmI just found something else that you may or may not have fixed. If you emancipate the radio, the music continues.
I just found something else that you may or may not have fixed. If you emancipate the radio, the music continues.
Quote from Moth on November 14, 2011, 5:15 amDannySwish wrote:If you emancipate the radio, the music continues. LOL.. only for a very short time :-p
.. only for a very short time :-p

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from DannySwish on November 14, 2011, 3:15 pmStill :p
Also there is still a tube with visible cube spawns. It's the one to the right furthest down i think when you walk in. I also think it would be a good idea to make the tubes busier, with more flyin through. Also if this is set in early aperture like the 70's or something then shouldn't the cubes be the old style? Up to you I guess
Still :p
Also there is still a tube with visible cube spawns. It's the one to the right furthest down i think when you walk in. I also think it would be a good idea to make the tubes busier, with more flyin through. Also if this is set in early aperture like the 70's or something then shouldn't the cubes be the old style? Up to you I guess
Quote from Moth on November 15, 2011, 5:17 amThe tubes used to be busier, but increasing them past the current setting causes noticeable massive lag, because I'm pretty much pushing the limit right now for visible models on-screen. The framerate *really* suffers if I'm not careful to stay within the budget, and that's the reason why the final in-mod BSP with HDR and cubemaps is 88MB :-p
But you'll love it, I promise.
Re: Gedomes - in the single player campaign, Geodomes were used extensively from 1940 to the 1970s, and then stopped being used so much towards the late 70s/early 80s, with most things after this carved out of rock or made of very primitive modern cube chambers.
Play chapter 5 'the fall' again, and especially right at the end when you ascend from the pump station, there's some of the very first modern chambers, supported by giant shock absorbers.Incidentally, I loved the hugeness of those spring models so much, I think I did a pretty good job of fitting them into this map.
The tubes used to be busier, but increasing them past the current setting causes noticeable massive lag, because I'm pretty much pushing the limit right now for visible models on-screen. The framerate *really* suffers if I'm not careful to stay within the budget, and that's the reason why the final in-mod BSP with HDR and cubemaps is 88MB :-p
But you'll love it, I promise.
Re: Gedomes - in the single player campaign, Geodomes were used extensively from 1940 to the 1970s, and then stopped being used so much towards the late 70s/early 80s, with most things after this carved out of rock or made of very primitive modern cube chambers.
Play chapter 5 'the fall' again, and especially right at the end when you ascend from the pump station, there's some of the very first modern chambers, supported by giant shock absorbers.
Incidentally, I loved the hugeness of those spring models so much, I think I did a pretty good job of fitting them into this map.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from DannySwish on November 17, 2011, 1:11 pmCan't wait. When is the mod planned to be released? Oh and PLEASE tell me it is compatible with Mac.
Can't wait. When is the mod planned to be released? Oh and PLEASE tell me it is compatible with Mac.
Quote from Moth on November 18, 2011, 10:27 amThe 'when it's done' approach has always pissed me off, but now I'm actually on a small team of amazing people who dedicate ridiculous hours of their free time, I really can see why definite dates just don't get committed to.
We've decided to release episodic content, so we can get it to you faster, and break our workload up into manageable chunks, whilst also being able to thoroughly play-test and bug-stomp.The quality of some of the stuff that has come from our team so far is truly astounding. We're not releasing it all, of course - but all I can say at this point is this;
You've seen past work from all of the team members here on TPW - you know it's going to be nothing short of completely awesome.
Mac compatibility is an ABSOLUTE cert, as is Linux on Wine
I own several Macs, and IF there are problems at release, I'll personally work to push a Mac release.Keep checking our website and forums for news.
The 'when it's done' approach has always pissed me off, but now I'm actually on a small team of amazing people who dedicate ridiculous hours of their free time, I really can see why definite dates just don't get committed to.
We've decided to release episodic content, so we can get it to you faster, and break our workload up into manageable chunks, whilst also being able to thoroughly play-test and bug-stomp.
The quality of some of the stuff that has come from our team so far is truly astounding. We're not releasing it all, of course - but all I can say at this point is this;
You've seen past work from all of the team members here on TPW - you know it's going to be nothing short of completely awesome.
Mac compatibility is an ABSOLUTE cert, as is Linux on Wine
I own several Macs, and IF there are problems at release, I'll personally work to push a Mac release.
Keep checking our website and forums for news.

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from Lpfreaky90 on November 18, 2011, 5:42 pm"episodic content, so we can get it to you faster" wonder where I heard that before...
anyways: I'm really looking forward to the project
"episodic content, so we can get it to you faster" wonder where I heard that before...
anyways: I'm really looking forward to the project ![]()
Quote from DannySwish on November 18, 2011, 11:11 pmI'm so excited!
Keep up the good work!
I'm so excited!
Keep up the good work!

