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Old 10-27-2005, 05:27 AM   #101
o_ambex
 
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the lighting needs like 50 % more work.

nice map..
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Old 10-27-2005, 08:21 AM   #102
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I get different results (location!):
Tennovan 165 kb/s

nagul678 130 kb/s

Alligator 140 kb/s

Circuitous 155 kb/s

We have a winner!
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Old 10-27-2005, 09:10 AM   #103
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inconsistent speeds are just because my host is in europe, compared to wherever other hosts may be.

as a side note my link won't 404 any day. ever.
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Old 10-27-2005, 10:17 AM   #104
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This map is nifty.

When I was playing it earlier today the glare from outside was killing my brain, so I'll get some better adjectives in a little while.
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Old 10-27-2005, 08:22 PM   #105
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i like what youve done with the place

two things to consider though,
this small lip here messes up rampsliding (unless ff does something to negate the effect. if this matters to you, you should use a small clip brush brought level with the trim. if not, or if this was intended, allright.

also, this might just be me, but you should reduce the OuterMaxDistance for your underwater lights so they fade more as you move away from them, because to me this looks odd


i especially like the water enterance room, very nice architecture.
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Old 10-28-2005, 02:26 AM   #106
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Thanks for the huge amount of feedback, everyone. I'll address the lighting issue for the FF version. Unless there are any crippling errors, I think I'll let this version be the hl2dm version. But yeah, here's what I'm seeing:
- Address lighting. Make it more spunky
- Reduce the intensity of glows at a distance
- Consider Bhop and Concajump issues
- Brushes at edge of big blue and red rooms let skybox through

Keep the comments coming, and I'll address them.
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Old 10-28-2005, 05:22 PM   #107
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Quote:
Concajump issues


Looking good!
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Old 10-28-2005, 06:54 PM   #108
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Water is too murky D:
Lighting needs a heap of work and I'm guessing the fr is the room at the top of the lift (only remember this map from q2 threewave ctf).

Seriously consider making it a fry_morfort remake since FryGuy made that map way more suited for tfc (but was a bit cramped and easy to defend) than 2morfort (this suits the q2/3 ctf game style more with its touch returns)... because it's just too small D:

It doesn't even have to be like fry_morfort, just another room or something new!

p.s that room with the big glass window is very cool
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Old 10-28-2005, 09:39 PM   #109
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I like the use of the skybox and all the curvy glass. Looks totally sweet.

The water is too murky in my opinion too, though.

Also, the fans just look like they go off into space. If you're at the top of the ramp across from them or just up in the air for some reason (This is TF, after all :P) you can see that there's nothing behind them. Maybe even just a bit of a grassy hill in the skybox would work.

I think more people should release betas of their maps to test (*glares at himself*).
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Old 10-29-2005, 04:23 AM   #110
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big ups on your bridge man, its awesome...
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Old 11-02-2005, 09:09 AM   #111
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Quote:
Originally Posted by kermit
big ups on your bridge man, its awesome...
Let me 2nd that.
I also like the water enterance.

It looks WAY better than the TFC one
I didnt like so much the original one, I thought it was so ugly. Theres no same problem in here baby
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Old 11-02-2005, 09:29 PM   #112
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Quote:
Originally Posted by Donny
Let me 2nd that.
Thirds. It really jumps out when you load the map.
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Old 02-05-2006, 04:55 AM   #113
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I'd have to say, looking at the original pictures of the map for tfc and compairing them to yours, you have the best remake yet. Amazing architecture mostly! Love it and can't wait to play it!
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Old 08-08-2006, 09:59 PM   #114
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Well, I just got a message from the creator of TFC's 2morfort1_1, AndyC who was kind enough to give me permission to port his map to FF:
Quote:
Originally Posted by AndyC
I heard you were looking for me in order to seek permission to remake my old HLTF map. I thought I would let you know I have no objections at all, as I think I mentioned in the accompanying txt file the map was based on the original Quake CTF map Stronghold Opposition, so I couldn't really object. I have seen the screenshots of your completed map and it looks great, I'm really glad that my map was so well received and that it has inspired you to remake it to such high quality.
I am honored

And I have also been motivated to put the final touches on the map. I adjusted lighting, built a better skybox and put in some indoor and outdoor soundscapes to add a little more atmosphere to the map. I can finally say it is done except for the FF entities - that includes a cap point at the top of each base, the flag in the back of each base, player spawn entities and placards indicating directions to the flag and the cap point. Woo hoo! None of it is really screenshot or update worthy, but I figured you all might be interested. Now just one question remains:

When ff will out?
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Old 08-08-2006, 11:38 PM   #115
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Few weeks after it's done
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Old 12-16-2006, 05:51 PM   #116
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found a couple of bugs while looking through the map



behind the bars that kinda look like prison cells



the water exit

also, how come your using cheap water in the main bit but expensive in the inside? would look alot better with all expensive if you could
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Old 12-17-2006, 01:36 AM   #117
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this is so far my favourite FF comunity map, very fun to play on and I must say that even though the mines wont be in FF, it sure is fun to mine the other side of the door exiting from the spawn room
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Old 12-21-2006, 02:34 AM   #118
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Wow, thanks for the bug spotting, luminous, I'll squash 'em right now.

And thanks for the props, BINGO-BANGO, I am quite satisfied with how this turned out and I look forward to releasing it once FF is out.

I've been quiet lately, but I still snoop around from time to time. I've been absorbed by NWN2 so my mapmaking is in a lull (plus I have no internet on my map making computer) but something tells me I'll get back in the groove come January...
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Old 03-14-2007, 07:40 PM   #119
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I like this map, ive got some juicy feedback:

Lighting, add some colour too it subtle yellows and blues work best for the ambient light

Add some slightly stronger yellows/oranges for the lighting around the base its very washed out and grey at the moment.

If you are really stuck have a look here:
http://developer.valvesoftware.com/wiki/Sky_List
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Old 03-14-2007, 08:13 PM   #120
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i suggest bookmarking that page...
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