08-02-2005, 05:40 PM | #21 |
Join Date: Dec 2004
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holy shit, it's omegay!
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08-02-2005, 08:39 PM | #22 | |
Join Date: Jul 2005
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Quote:
(looks great) |
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08-04-2005, 08:28 AM | #23 |
Retired FF Staff
Join Date: May 2005
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Ramproom is basically done, for the most part.
http://www.hellasick.com/omegalol/rr_bridgeview.jpg http://www.hellasick.com/omegalol/rr_battsview.jpg http://www.hellasick.com/omegalol/rr_waterview.jpg http://www.hellasick.com/omegalol/rr_mainview.jpg I still may do something with that pillar in the middle to make it more RR-defender friendly. Also, the ladders have been moved slightly closer to the walls so they don't obstruct concing or any of that goodness. Also, does any one know if Techniker (the mapmaker of the original 2mesa for TFC) still plays or anything? I tried going to his website (which didn't exist) and emailing him, both found from the 2mesa3_info.txt, but I just got a MAILER-DAEMON thing today saying his email didn't exist either. It kinda sucks that I've done this much and haven't gotten into contact with him... but, I guess if he's no where to be found, there's not much I can do. |
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08-04-2005, 09:00 AM | #24 |
Join Date: Jan 2005
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omfg this looks horny
keep it goin' |
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08-04-2005, 02:27 PM | #25 |
Join Date: Jan 2005
Location: Glasgow, Scotland.
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Looks cool. Dunno if it's just me but theres too many of those lights in the fr, looks cluttered imo. Also it would be an idea to build something outside the flag room window instead of a bland sky texture. A small landscape say with some bunkers or something, would spice it up nicely i think.
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08-04-2005, 08:36 PM | #26 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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wow truely amazing, keep up the good work
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08-04-2005, 11:44 PM | #27 |
Join Date: Feb 2005
Location: Belgium
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pada pa pa paaaaa i'm lovin' it
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09-16-2005, 05:23 PM | #28 |
Join Date: Dec 2004
Location: Ohio
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one of my favorite tfc maps. all the newer pic links are broken, though
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09-16-2005, 11:25 PM | #29 | |
Useless
Retired FF Staff
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Quote:
__________________
Look at all those dead links. |
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09-18-2005, 08:01 PM | #30 |
Retired FF Staff
Join Date: May 2005
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yeeeeeaaaah... the guy who was hosting them forgot to renew his webspace. i don't even have the newer pics, he probably still does though, so i'll ask him for them and reupload them.
i kinda feel guility, i haven't really touched the map in a few weeks. definitely not a dead project, but right now getting adjusted to college (read: failing) and other things has taken priority. plus, i'm lazy. |
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09-19-2005, 03:58 AM | #31 |
Join Date: Dec 2004
Location: Ohio
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it happens. I've been pretty busy the last couple years, and gotten a bit behind in learning mapping for Source. just gotta keep at it, though. same goes for school
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09-22-2005, 04:39 AM | #32 |
Retired FF Staff
Join Date: May 2005
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Reuploaded the pics:
fr_backview fr_battsview fr_mainview fr_upperview rr_battsview rr_bridgeview rr_mainview rr_waterview After not looking at them for a while and then looking at images from push and the like, these screens seem kind of lacking in detail. I'll probably spruce the walls up and things eventually, but the ceiling in the ramproom pisses me off since I can't really do anything with it except have it be flat, since the battlements hallway is right above. |
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09-22-2005, 05:03 AM | #33 |
Join Date: Dec 2004
Location: Ohio
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don't fret, that's some great work! I'd slowly add more detail in terms of more complex texturing and artwork, but getting the basic layout and structure down is the hard part and you're doing a good job of that
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09-22-2005, 08:25 AM | #34 |
Join Date: Jan 2005
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nice mapping skilles here
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09-22-2005, 08:45 AM | #35 |
Join Date: Jun 2005
Location: Brum.
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i like it, however try making the lights a little more spread out, not the lights themselves but thee effect, they seems very very concentrated, try making them a little more ambient.
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09-23-2005, 08:59 PM | #36 |
Join Date: Jun 2005
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some airvent type things in the ceiling of the ramp room would be quite cool imo. like the one in the cs_assault remake in css, with the vent goin up with just a fan and bright light shining down
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09-23-2005, 09:16 PM | #37 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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Everything looks pretty HL1ish in terms of style -- you need to get your detail mojo into gear and bring it to life. All you've really changed is putting a border around the edges, q3 style. Not trying to put a dampener on things, but you've gotta try and think of ways to use the source engine to its fullest
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09-26-2005, 10:05 AM | #38 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Oh
My God. It's David Byrne's giant suit. Defrag, that's all I have to say. Nothing more. |
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09-26-2005, 11:36 AM | #39 | |
Join Date: Feb 2005
Location: Finland
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Quote:
And I dont personally like the blue light glow. You'll get team colours on the walls, no need to use it imo http://thefireburns.mynuts.org/image..._waterview.jpg In this pic the bridge looks pretty hl1ish. Dont get it wrong you have done nice map but Im just telling what you should do to make it better. Btw you could add vents and pipes to the cealing so that it's not flat flat |
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09-27-2005, 05:53 AM | #40 |
Retired FF Staff
Join Date: May 2005
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yeah yeah i know it's completely lacking in detail and looks identical
but, so long as i actually don't abandon the map (which i'm realizing now is likely to happen), i WILL keep the team colored lights instead of team colored textures. i actually think that's something that's never really been done before, at least to this extent. as long as i make the difference between the blue and red lights noticable, i don't really think it should be a problem. |
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