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Old 03-12-2006, 09:35 PM   #61
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wooh, shiny
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Old 03-12-2006, 11:59 PM   #62
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how is it shiny lol :P
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Old 03-13-2006, 02:08 AM   #63
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your map is looking awesome dude, cant wait to play it!
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Old 03-13-2006, 09:25 AM   #64
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Bright lights! Are you gonna keep it that dark outside?
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Old 03-13-2006, 09:35 AM   #65
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looking promising

i'm pretty sure you wern't gonna leave the lighting as it is, but just incase, more lights!

lets hope this one plays better in leagues 8]
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Old 03-13-2006, 01:00 PM   #66
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The outside will be lightened in later versions im still working out a layout for lighting, im also tempted to change the design of ceiling supports which are currently triangles.

Map will be brighter when completed.
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Old 03-16-2006, 02:54 PM   #67
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Added screenshots of the outside of the map so far.

Enjoy:


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Old 03-16-2006, 04:50 PM   #68
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lose the dustmotes.

just because the source engine is capable of pretty effects doesn't mean that you have to use them when they're not really necessary! =p they look quite out of place the way they've been used.

still, looking good though! 8]
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Old 03-17-2006, 05:24 AM   #69
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THEY'RE NOT DUSTMOTES THEY'RE MOTHS.

I presume.
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Old 03-17-2006, 10:21 AM   #70
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ye lose the dustmotes.

well lit though, i thought
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Old 03-20-2006, 07:38 PM   #71
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is it just me or is that skybox looking like a ceiling?
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Old 03-20-2006, 07:54 PM   #72
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It does kinda look like a ceiling actually.
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Old 03-21-2006, 07:42 PM   #73
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Sorry i've not been around recently so changes have not yet been made.

The skybox is a sky but its a very dark skybox at the moment, towards the end of developement i will work on a 3D skybox.
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Old 03-25-2006, 09:44 AM   #74
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Dustmotes look pretty good if they're too small and transparent to notice most of the time. This wouldn't be too small in a fast paced game like FF though. It should be like you never see them, but then one time you're staring at a light for no particular reason and you suddenly notice them. It also works if you make the motes really small an put them in places snipers look at 'cause they become a lot more obvious when you zoom in on them. Whatever you do, you need to turn the render ammount down a lot on those motes.
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Old 04-09-2006, 04:53 PM   #75
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Made many changes to the map involving making the map look bigger less crampt.

You can check out the screenshots @ http://flexy.tnradio.net

One of the images: (REDESIGN OF OUTSIDE)



Sorry again for being away for so long...
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Old 04-09-2006, 06:56 PM   #76
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i like the direction the map is going so far...just please stop using the crossbow to take your screenshots... it takes up too much of the viewing space and I tend to look at the crossbow first before I do the actual part of the map you're trying to show off.
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Old 04-09-2006, 07:33 PM   #77
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I dunno...
I think you need to mess with the lightning some more...based on the screen shots, I am not feeling a good atmosphere for this map. In addition, I think you need better texturing on the base..(although I know your response will be: "waiting for official SDK") Overall, you are doing well with this map, and like sensai mentioned, do not do the same thing I do with huge weapons on screen :P. Good luck...can not wait for the next update!
edit:
Post a thumbnail instead of full ss
edit 2:
woops I did not view the other screen shots. I think you are using the same texture over and over...Come up with some ideas!

Last edited by o_alligator; 04-09-2006 at 07:53 PM.
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Old 04-09-2006, 07:48 PM   #78
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that flagroom looks sexy as hell but i think it might be too open... (difficult for a solly to defend)
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Old 04-09-2006, 08:12 PM   #79
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Incase you do not know, the lighting in the other screenshots is not final as lighting is not entered into that area yet or it is too dark. For this reason i have used mat_fullbright 1 to light up the whole map.

Still working on an idea for lighting, am kinda limited to the half life 2 models.
Same goes with textures though i am currently using a custom FF pack found on the forum but am still working on them.

Next screenshot release i'll try not to include any weapons...
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Old 04-10-2006, 04:54 AM   #80
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too hl1 (brushwork)
too empty (scale, big flat walls)
too plain (texture variation)
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