Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

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

Reply
 
Thread Tools Display Modes
Old 11-08-2005, 09:51 PM   #61
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Is this any better?
http://img53.imageshack.us/img53/997...map00076rq.jpg
o_donny is offline   Reply With Quote


Old 11-08-2005, 09:58 PM   #62
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
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?).
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 11-08-2005, 10:18 PM   #63
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Circuitous
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?).
More like sunset
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.
o_donny is offline   Reply With Quote


Old 11-08-2005, 10:43 PM   #64
mervaka
A Very Sound Guy!
Fortress Forever Staff
 
mervaka's Avatar
 
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
i like it.

i say open up one of the walls and have red backlit pipes
mervaka is offline   Reply With Quote


Old 11-09-2005, 12:24 PM   #65
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Mervaka
i like it.

i say open up one of the walls and have red backlit pipes
Good Idea. I'll put some of thouse tonight.
o_donny is offline   Reply With Quote


Old 11-09-2005, 09:43 PM   #66
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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:
ff_waterwood
ff_waterbase
ff_rustymetal
ff_rust (1)
ff_waterust (or waterrust or water_rust)
ff_funkyrust
ff_rust has 1 point atm.
o_donny is offline   Reply With Quote


Old 11-09-2005, 09:55 PM   #67
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Needs ramps.

And is there a way to make that grating not disappear as it gets farther away? That looks awful.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 11-09-2005, 10:28 PM   #68
mervaka
A Very Sound Guy!
Fortress Forever Staff
 
mervaka's Avatar
 
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
those pillars need smoothing off, too.

nice to see progress, nevertheless
mervaka is offline   Reply With Quote


Old 11-09-2005, 10:31 PM   #69
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Circuitous
1Needs ramps.

2And is there a way to make that grating not disappear as it gets farther away? That looks awful.
1. That would make the stairs un-useable and it's the way I want it to be. If they want to press the button and go for the flag fast they have to go down way, and if I would add ramps it would add more pressure for the spawns.

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:
Originally Posted by Mervaka
those pillars need smoothing off, too.

nice to see progress, nevertheless
EDITED: It would get too much polygons if I'd do that. Model would be easier solution but theres no community modeller who would do that
o_donny is offline   Reply With Quote


Old 11-10-2005, 12:33 AM   #70
o_shadow34721
 
o_shadow34721's Avatar
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
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.
o_shadow34721 is offline   Reply With Quote


Old 11-10-2005, 01:01 AM   #71
o_kam
 
o_kam's Avatar
 
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
Use the other grating texture that doesn't fade away and umm that room is huge so the pillar/lights looks really repetative.
o_kam is offline   Reply With Quote


Old 11-10-2005, 05:15 AM   #72
o_imbrifer
 
o_imbrifer's Avatar
 
Join Date: May 2005
Location: Changes every few months
Posts Rated Helpful 0 Times
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.
o_imbrifer is offline   Reply With Quote


Old 11-10-2005, 09:42 AM   #73
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Imbrifer
1.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.

2.And what they said about the grate.
3.Maybe make the room less square and more curvy or something? Seems fun and playable, but relatively basic.
1. That would fuck up the lights :/

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.
o_donny is offline   Reply With Quote


Old 11-10-2005, 10:36 AM   #74
o_player
 
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
The room still looks like a box though.
o_player is offline   Reply With Quote


Old 11-10-2005, 11:42 PM   #75
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Player
The room still looks like a box though.
Hmm, if everybody says that I'll make the dooway to flagroom (which is behind the camera) so curvy that you all will shit in your pants just watching it :P
o_donny is offline   Reply With Quote


Old 11-11-2005, 02:55 AM   #76
o_geokill----->
 
o_geokill----->'s Avatar
 
Join Date: Jan 2005
Location: Fort Worth, Tejas
Posts Rated Helpful 1 Times
ff_rust for sure
o_geokill-----> is offline   Reply With Quote


Old 11-11-2005, 12:05 PM   #77
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
Perhaps you could make this thread a poll for the name?
o_nezumi is offline   Reply With Quote


Old 11-11-2005, 10:32 PM   #78
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Nezumi
Perhaps you could make this thread a poll for the name?
Done

POLL WILL RUN 10 DAYS! After 10 days we'll have a winner :P
o_donny is offline   Reply With Quote


Old 11-15-2005, 07:51 PM   #79
o_donny
 
o_donny's Avatar
 
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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...
o_donny is offline   Reply With Quote


Old 11-15-2005, 08:14 PM   #80
o_sh4x
 
o_sh4x's Avatar
 
Join Date: Jan 2005
Location: Montreal
Posts Rated Helpful 0 Times
I don't really like your floor texture. I think it's too red. But that's just my opinion, no bad feelings.
o_sh4x is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:05 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.