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Old 08-02-2005, 05:40 PM   #21
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holy shit, it's omegay!
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Old 08-02-2005, 08:39 PM   #22
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Quote:
Originally Posted by dr Zauis
looks too much like the original flag room, spice it up and make it your own.
its still looks a little dull to me spice it up somemore


(looks great)
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Old 08-04-2005, 08:28 AM   #23
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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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Old 08-04-2005, 09:00 AM   #24
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omfg this looks horny
keep it goin'
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Old 08-04-2005, 02:27 PM   #25
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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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Old 08-04-2005, 08:36 PM   #26
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wow truely amazing, keep up the good work
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Old 08-04-2005, 11:44 PM   #27
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pada pa pa paaaaa i'm lovin' it
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Old 09-16-2005, 05:23 PM   #28
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one of my favorite tfc maps. all the newer pic links are broken, though
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Old 09-16-2005, 11:25 PM   #29
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Quote:
Originally Posted by Jinx
one of my favorite tfc maps. all the newer pic links are broken, though
Yeah.
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Old 09-18-2005, 08:01 PM   #30
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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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Old 09-19-2005, 03:58 AM   #31
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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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Old 09-22-2005, 04:39 AM   #32
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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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Old 09-22-2005, 05:03 AM   #33
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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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Old 09-22-2005, 08:25 AM   #34
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nice mapping skilles here
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Old 09-22-2005, 08:45 AM   #35
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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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Old 09-23-2005, 08:59 PM   #36
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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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Old 09-23-2005, 09:16 PM   #37
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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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Old 09-26-2005, 10:05 AM   #38
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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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Old 09-26-2005, 11:36 AM   #39
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Quote:
Originally Posted by Defrag
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
I agree, you should put more detail there. It's almost like the hl1 version. Check the FF teams stuff. The maps doesnt look like the hl1 versions, it looks better

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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Old 09-27-2005, 05:53 AM   #40
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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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