08-30-2006, 09:01 PM | #1 |
Join Date: Jan 2006
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Requesting Cathedral Theme Textures
*jump* *jump* anyone? *jump* *jump*
I'm just horny at creating the etf_cathedrals port. My problem is that I just cannot work with placeholders only so that the only thing I have is a scetch. Unfortunately my painting/photoshoping is *argh*, I tried it more than once The map itself is of a great style (please, devteam, make flag models replaceable!). Relies on 4 jumppads it is a 3-level vertical map. The flag is on 2nd level accessible via outside lower plattform (accessible only via conc, rj etc, provides two entrances) or 2 jumppads deep in the enemy base from the low level [or the 2 front ones thanks to air control]. The spawns are in the cellar and on the third level. The flagroom has has a main entrance and two dettable holes, escape is available either via the two other jumppads giving access to the cap level (upper outer level) or by jumping down to the first level. Newbies have often orientation problems thanks to the 4 jump pads whereby only two lead to the flag Once the basic layout is known (and it is actually very easy to learn thanks to the three levels), the map is tons of fun. Here is a bunch of screenies: (1) (2) (3) (4) (5) (6) (7) (8 ) (9) (10) (11) (12) (13) (14) (15) 1 - main entrance; to the left and to the right the "double" jumppads which lead to the uppest plattform. You can do with help of the air control a stop on the flagroom level. 2 - teleport from the upper plattform (cappoint) to the lower one 3 - the great bell (view from uppest plattform). Once a cap has been performed, a rocket from the capping team hits it and it does a global "dong" 4 - cap point 5 - concing to the nmy base 6 - entered the underground corridor leading to the enemy base 7 - middle of the underground path, quad 8 - the other two jumppads leading a bit higher than to the flag (ramps). Cool whoosh sound 9 - exit from the jumppad 10 - viewing at the flagroom 11 - looking from the slash gate (look at 13) 12 - inside the flagroom. Pointing at one of the dettable exits 13 - the slash gate (for escapes) 14 - above the ramps, upper spawn 15 - on the slash, viewing at the main entrance (jumped from the upper spawn level) |
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08-30-2006, 10:55 PM | #2 |
Join Date: Jun 2005
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well ill admit i didnt read your post entirly but D1_trainstation's textures arn't half bad for cathedrals
to find them simply type stone in the texture browser, wolla. |
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08-31-2006, 04:05 AM | #3 |
Join Date: Jan 2005
Location: California
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q3 textures..
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08-31-2006, 06:07 AM | #4 |
Join Date: Dec 2004
Location: Melbourne
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...aren't high enough res
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08-31-2006, 09:43 AM | #5 | ||
Join Date: Jan 2006
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Quote:
Quote:
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09-01-2006, 08:05 AM | #6 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Why not try to make a diffrent theme for it?
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09-01-2006, 08:45 AM | #7 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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saying that, i've had a quick bash at making parts of my local cathedral. i'll quite happily share any textures i make.
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09-01-2006, 09:58 AM | #8 |
Join Date: Jun 2005
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Im following a gothic style for my map at current, i really reccomend finding your local church/cathedral and photographing it, then incorporate some of the elements into FF maps. There are some limitations though like the pillars in the middle of halls cant work that well but fewer larger pillars work Cheaper too.
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