01-05-2007, 09:12 AM | #241 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I think I may be able to round out this map without actually removing any detail. Maybe. But if you're talking about either of the buildings on the back left in this screenshot
http://www.superjer.com/nezumi/ff_ca..._cacti_07c.jpg then no way, they tie the whole bottom area together. Rightnow I'm looking to cut down on displacements, so maybe the rocky room just before cp2 going the top way can be removed. Perhaps if I cut out some of the tunnels below it I can make section 2 shorter. It'll be a hassle in any case. Edit: Link fix'd. Last edited by o_nezumi; 01-05-2007 at 09:40 AM. |
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01-05-2007, 09:38 AM | #242 |
Join Date: Dec 2005
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broken link Nezumi!
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01-05-2007, 03:01 PM | #243 |
Join Date: Jul 2006
Location: Austin, Texas
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I hope you can figure it out. I want to play this map so bad!
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01-05-2007, 08:22 PM | #244 | |
Join Date: Dec 2006
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Great looking map, btw. |
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01-05-2007, 11:20 PM | #245 |
Join Date: Aug 2005
Location: Topside.
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No tardo not that spot. Out of the first spawn on the end of the right wall there is a small building stuffed in the corner. Or at least there was last time I checked. It looks like you stand in it and shoot down the first hill or something I dunno. It always seemed kinda pointless compared to everything else in the map.
Or maybe I'm just fuckin' the dog, who knows. |
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01-06-2007, 05:29 AM | #246 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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You must mean this one:
http://www.superjer.com/nezumi/ff_ca..._cacti_07e.jpg (I realised I didn't have a screenshot of this building yet, so I had to go take one. You can see the lighting bug that's been giving me a hard time. It's the strip of black going across the hut in the back there.) I've probably gotta leave that one in there because it makes the catwalk coming around work. Plus it's a good place for SGs and snipers (especially on offence). I was going to put an ammo bag in there too. I think the section would look visually unbalanced without it anyway. @TwiNCannoN: Yea, but even if you do that HDR still doesn't work properly. edit: Good thing I have a proofreader Last edited by o_nezumi; 01-06-2007 at 07:56 AM. |
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01-06-2007, 06:14 AM | #247 | |
Join Date: Dec 2005
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You forgot the p! Just letting you know ;D |
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01-06-2007, 12:58 PM | #248 | |
Join Date: Jul 2006
Location: Austin, Texas
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01-06-2007, 07:37 PM | #249 | |
Join Date: Feb 2005
Location: Finland
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I havent seen updates for a while so I'll comment on the last pictures you showed. As you all should know by now, I have became a 'sharp edge nazi map commenter'. If it's carfed and curved, I'll give it my seal of approval. BUT THIS IS UNACCEPTABLE! Make the edges soft, think of the children, that thing is a people killer! Think of the winters, grannys will lose their heads if they fall on that thing! EDIT: And I do hope you know that I was overreacting. |
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01-06-2007, 08:11 PM | #250 |
Join Date: Mar 2005
Location: Europe
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However, not everything requires smooth edges and curved faces :P
The only thing making that blocky wall look blocky is the basic texturing on its faces. |
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01-07-2007, 12:32 PM | #251 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Too many curves and it stops looking industrial/utilitarian.
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01-07-2007, 12:40 PM | #252 |
Join Date: Jan 2006
Location: United Kingdom
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This is the first time I have come across your map, It's looking the part so far.
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01-08-2007, 11:55 AM | #253 | |
Join Date: Dec 2005
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01-08-2007, 06:59 PM | #254 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I was beginning to suspect that, although it seems strange that I've never had this problem before.
Anyway I'll give it a shot! |
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01-09-2007, 09:40 AM | #255 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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O M G
BumGravy I love you. That is to say, I want to make love to you. Now that that problem is sorted, it should be fairly clear sailing. I've got a bunch more optimisation and cleanup to do, but otherwise this map is pulling into the home stretch. It'd probably be done already but this lighting thing was discouraging me so much. Here we can see the fog/sky/dust effects coming together a bit more. All that's missing here is the colorcorrection that I'll be adding. This must be like the 8th shot of this place I've shown And this is the ladder/ramp path I've added. It should help the attackers get up, and the defenders get down. The ladder should provide good cover for attackers going up, because no one really likes fighting on ladders. |
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01-09-2007, 03:38 PM | #256 |
Join Date: Mar 2005
Location: Europe
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It looks fairly well done but the fog, although overall it looks decent, can appear to be overbearing in some places. It isn't exactly an issue though. The lower displacement located on the second screenshot looks severely horrendous :P
How far along the completion scale is ff_cacti? |
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01-09-2007, 04:16 PM | #257 |
Join Date: Feb 2006
Location: East Coast, USA
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I agree. Fog color looks good, but overall I'd like to see a higher max distance (so you can see further through the fog).
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01-09-2007, 06:53 PM | #258 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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As he said ^, tweak the fog a bit.
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01-09-2007, 07:15 PM | #259 |
Join Date: Dec 2006
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Looking terrific, Nez. I do agree with the others that the fog looks a touch overbearing and "strong" although if you're planning on draining the color out a little with colorcorrection that could work. Just a bit too yellow for me in those shots, though.
Curious - what did you use for the "fog" effect in http://www.superjer.com/nezumi/ff_ca..._cacti_07c.jpg ? one of the func_ smoke emitters? |
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01-10-2007, 02:26 AM | #260 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Player, if you mean the thing in the middle, just above the sand, that's a model, not a displacement. I'm going to make the texture on the model and displacement match before I'm done. Hopefully I can find one with a good normal map for lighting.
That is a func_smokevolume, yes. And unfortunately, source doesn't like drawing too many sprites at once so it's screwing up other effects I have planned edit... ... ...unless I use an entity generator to make the smokevolumes in the third area only AFTER the first is complete... *idea* As for the fog, those screens are over deceptively long distances. There's nowhere in the first area as long as the far clipping plane, so the fog just adds color, and in the third area it's just far enough to make sniping a little tricky over the extreem distances. I am willing to tweak it, but I'd need FF to get it just right. And it is possible to have the fog distance change, like for the first and third parts of the map, so that's a possibility. |
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