06-03-2007, 06:08 PM | #61 |
D&A Member
Join Date: Mar 2007
Location: Europe
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Also, the map does look like a solid, decent map; well done!
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06-03-2007, 07:47 PM | #62 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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06-04-2007, 05:39 AM | #63 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quick Update:
I am getting a thoracoscopy tomorrow (Monday) so I will be in the hospital for a couple days. |
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06-04-2007, 04:17 PM | #64 |
Join Date: Apr 2007
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good luck on your,, uhm .theropsy... teropscopy....theropopy....err get well soon
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06-04-2007, 05:00 PM | #65 |
Brush addict
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Great job mate! Good fun following the development of the map, nice to see that you are updating the thread often with new images of the progress! Good luck with the surgery...
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06-05-2007, 12:36 AM | #66 | |
Useless
Retired FF Staff
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06-05-2007, 04:01 PM | #67 |
Join Date: Mar 2007
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Can't wait! I love pitfall.
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06-06-2007, 10:55 PM | #68 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Okay, I am back from the hospital. Thank you for all the well-wishing. It was not a very pleasant experience.
It is not very easy to move my right arm too much right now because of three large holes in my armpit area so I probably won't get much more completed in terms of mapping for at least a couple more days. |
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06-07-2007, 03:55 AM | #69 |
Spirit Studios
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take ur time
__________________
Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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06-07-2007, 10:27 AM | #70 | |
Join Date: Mar 2007
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07-25-2007, 03:24 PM | #71 |
*bump* update?
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07-25-2007, 06:16 PM | #72 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Sorry guys, I should have posted an update a while ago. Okay, so heres the deal:
This is the first map I've ever made for the source engine. It is the first real map I've ever created and taken seriously. So, when I started I didn't realize (like Donny) that optimization was so key. After trying to compile with vis on, I realized that I couldn't wait ... longer than I waited (6 hours-ish) for a quite small part of the map. After I healed from my surgery I went back to work on it, this time starting from scratch. Now it is a very short compile even with vis on and I am very happy with it. About 2 weeks ago I bought a new hard drive and reformatted my old one. I saved the map files, but as of right now I still need to configure the Source SDK and Hammer. I want to work on it more, but other things keep getting in the way. Hopefully I can get working on it again soon. (Still need to install HL2DM) So that's that. I promise to finish this map, but I don't know when that will be at this point. If anyone has any ideas for the yard/base exterior I'd be glad to hear them. Or any improvements on what I have so far. The spiral ramp from bottom-level to top-level is proving to be quite difficult to get to look good. |
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07-25-2007, 06:38 PM | #73 |
Beta than eva'
Join Date: Mar 2007
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Good luck. Show us progress! remake it like you had it :P
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08-18-2007, 06:19 AM | #74 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Update 8/17/2007:
I've hit a bit of a snag regarding the base exterior. Suggestions would be appreciated. See first post for full update (no new screenshots added). |
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08-18-2007, 09:16 AM | #75 |
When patch will out?
Join Date: Mar 2007
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well, the interior is simply awesome. good luck with the outside.
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MAKE MORE ESCAPE MAPS Ingame: punkrock Idle and support #nozoom, #ff.pickup |
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08-20-2007, 12:06 PM | #76 |
Collected in my steps
Join Date: Mar 2007
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How did you go from 6 hours to 5 minutes of compile time? What exactly did you optimize and alter?
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08-20-2007, 02:41 PM | #77 |
Join Date: Aug 2007
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Good to hear you're working on it again. I have a suggestion not for any actual architecture, but for aesthetics. I am just advising you to take advantage of the source engine with the yard. In TFC the yard is very unrealistic, not in the actual geometry, but in that the two bases are encapsulated in a box. A perfect example is 2fort. The walls on either side of the yard just extend up a few feet and then hit an invisible wall. Even in the pitfall screenshot you provided, it suffers in the same way. Now look at Defrag's shutdown2 and its very different. It no longer seems to be a floating box in the middle of nowhere. Also, 3d skyboxes ftw.
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08-20-2007, 04:19 PM | #78 |
Black Cyclops
Join Date: Mar 2007
Location: Scotland
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Yeah you should just go nuts for the outside, dont worry about keeping it true to the original cos it looks like a terrible yard.
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08-20-2007, 09:55 PM | #79 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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As for the base exterior... It's probably going to take a while to get something I like. So far, no good. |
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08-21-2007, 04:22 PM | #80 |
the pumps dont work
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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here's an idea: make the entire middle except bridge just some crazy dugout rock design, with ramps built in for concing
also make bridge connect to ground and no stairs, i hate those. you could make it a really rickety looking bridge so it would look like something that was done quick to walk across the place |
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