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View Poll Results: Better map name? | |||
Keep the old one! | 1 | 7.14% | |
ff_waterwood | 1 | 7.14% | |
ff_waterbase | 0 | 0% | |
ff_rustymetal | 1 | 7.14% | |
ff_rust | 9 | 64.29% | |
ff_waterust | 0 | 0% | |
ff_funkyrust | 2 | 14.29% | |
Voters: 14. You may not vote on this poll |
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11-08-2005, 09:51 PM | #61 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Is this any better?
http://img53.imageshack.us/img53/997...map00076rq.jpg |
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11-08-2005, 09:58 PM | #62 |
Useless
Retired FF Staff
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Yes. Yes it is.
A few dark spots might help to add some more depth to those long hallways. Or perhaps have one of those grates open up to the sky and have the moonlight pouring in (your map is still set at night right?).
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Look at all those dead links. |
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11-08-2005, 10:18 PM | #63 | |
Join Date: Feb 2005
Location: Finland
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Quote:
I thought it too but there will be stuff above there so basicly if I but sky there you could see trough floor, but the middle point will have sky open, so it wouldnt work so good. |
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11-08-2005, 10:43 PM | #64 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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i like it.
i say open up one of the walls and have red backlit pipes |
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11-09-2005, 12:24 PM | #65 | |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Quote:
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11-09-2005, 09:43 PM | #66 | |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Sorry to disapoint you merv, I still havent put up the idea you told but I've got other candy to show. 90% done middle room. This is the place where spawns are and sadly, where most of the people get killed.
As you can see from this pic, it's 100% done. We are still putting the floor tiles to the ground and making all the lights work. Our electic guy got sick today so we thought that less lights that area might do good stuff to it, and here is open sky that Circuitous wanted. (it also chainges the air pretty good, which is good cause dead pyros and demomans smell pretty bad.) And here's another aerial view so you can see that I have been busy as a bee I'd also like to hear your comments for the map name suqqestions I wrote earlier. Quote:
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11-09-2005, 09:55 PM | #67 |
Useless
Retired FF Staff
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Needs ramps.
And is there a way to make that grating not disappear as it gets farther away? That looks awful.
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11-09-2005, 10:28 PM | #68 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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those pillars need smoothing off, too.
nice to see progress, nevertheless |
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11-09-2005, 10:31 PM | #69 | ||
Join Date: Feb 2005
Location: Finland
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Quote:
2. There is 2 ways; 1. chainge the scale of it (which will make it look bad) 2. delete the whole thing Yeah I noticed that it sucks big time there, but that's the way it's going to be if it's not 3D. I'll think of something else or I'll just delete the whole thing. Quote:
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11-10-2005, 12:33 AM | #70 |
Join Date: Feb 2005
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it wouldnt be too many polygons to bumd those up to 12 or 15 sided. anything over 18 is prolly a bit much anyways for such small pillars. as long as you make them func_details they should be fine.
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11-10-2005, 01:01 AM | #71 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
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Use the other grating texture that doesn't fade away and umm that room is huge so the pillar/lights looks really repetative.
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11-10-2005, 05:15 AM | #72 |
Join Date: May 2005
Location: Changes every few months
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Displacement surfaces on the columns wouldn't hurt the graphics card and itd be easy. Beware of unaligned textures on the columns, though, and try to get some better fences for the thing when you get a chance.
And what they said about the grate. Maybe make the room less square and more curvy or something? Seems fun and playable, but relatively basic. |
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11-10-2005, 09:42 AM | #73 | |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Quote:
2. There's only 3 grate styles that I could Imagine using and they all look the same. So it would be just better to kill it. 3. There is not even a single room that would be box [] every room is soft from corners and if you look closely at the cealing in the middle room you see that every surface is curvy from the ends. |
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11-10-2005, 10:36 AM | #74 |
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
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The room still looks like a box though.
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11-10-2005, 11:42 PM | #75 | |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Quote:
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11-11-2005, 02:55 AM | #76 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
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ff_rust for sure
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11-11-2005, 12:05 PM | #77 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
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Perhaps you could make this thread a poll for the name?
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11-11-2005, 10:32 PM | #78 | |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Quote:
POLL WILL RUN 10 DAYS! After 10 days we'll have a winner :P |
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11-15-2005, 07:51 PM | #79 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Hmm ff_rust seems to have a win, but it's not 10 days gone yet. Still week to go
So I have some nice screenshots. New skybox... http://img374.imageshack.us/img374/5...map00151ue.jpg - Grate had to go. I also made the cealing much high up. (you could have see the enterance to flagroom without the gravgun ) http://img374.imageshack.us/img374/1...map00161jh.jpg - Rofl. Pheer the trigger texture It's there to show you what to push, even it's invisible. The glass will have direct look to flagroom. Kindof gets the feeling that so close but still so far :P I added block bullets brush there so you cannot shoot trough the glass and you cant brake it either. Duh http://img374.imageshack.us/img374/2...map00178za.jpg - I just love progress shots http://img374.imageshack.us/img374/1...map00193ja.jpg - Perhaps the "close no matter what" was a bad solution. Combine didnt see it coming... |
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11-15-2005, 08:14 PM | #80 |
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
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I don't really like your floor texture. I think it's too red. But that's just my opinion, no bad feelings.
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