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Old 02-24-2007, 12:49 AM   #21
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Its very unique isn't it, I would like to see more lighting behind those pannels though the shadows look great.
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Old 04-05-2007, 09:43 PM   #22
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Blister was kind enough to port this over to HL2:CTF and change a few things to make it more of a ctf mod style map and in my opinion it very well could be one of if not the best all around map Ive played. Great look, great gameplay, great fps. Looking forward to see how this map plays in FF and looking forward to other FF mappers porting over their masterpieces.
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Old 04-07-2007, 06:28 PM   #23
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looks v. nice, i'll be sure to check it out and leave further comments.

personally i like maps with layered def rather than having 1 frontline and 3 or 4 in the flagroom.

edit: can you or someone else please re-upload the map?

Last edited by arsenal; 04-07-2007 at 06:40 PM.
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Old 04-07-2007, 08:43 PM   #24
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Is the link down? I can't seem to download it.

The screenshots look good.
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Old 04-09-2007, 12:28 AM   #25
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Quote:
Originally Posted by Sacrifist
... in my opinion it very well could be one of if not the best all around map Ive played. Great look, great gameplay, great fps...
thx man

Actually, the porting proved to be helpful for me too, as i learned a lot from hl2ctf playtesting which made me improve small gameplay things already.

I currently took down the FF version as it is outdated. I received great feedback from ppl here a few months ago about it, but i think it's now in a stage where i need FF to be able to put in the finishing touches and upload it.

if you really want to have a look ingame maybe you can ask some of the guys here to upload it, or download the ctf mod version here, but bear in mind the gameplay is mostly different. The bases have lost their rear parts, the ramproom has been made the flagroom, there's an airbridge over the yard etc. shots of the hl2ctf version: 1, 2, 3
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Old 04-09-2007, 05:30 AM   #26
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yeah i was able to retrieve the ctf version from your website but i was very disappointed when i ran around in it. looked utterly simplistic and unlike what you had described.

is there a way for me to take a look at what your current iteration of your ff version is like? if this is not possible, would someone please upload the previous ff_flare version that was available?
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Old 04-10-2007, 05:43 PM   #27
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yeah I'd also like to see the FF version finished or not. Just like to have a run around and see the map.
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Old 05-26-2007, 07:52 PM   #28
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Just had a few ideas about this map; Maybe if yellow interior lighting were toned down a bit and a strong light source came from behind all of the curved wall details emiting sharp shadows of coloured light looking quite spectacular. It would emphisise the team colouring and add more interest to the lighting.
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Old 05-26-2007, 08:15 PM   #29
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I actually played around with this in the beginning, but my idea is that you shouldn't exaggerate with it. If you tone down the central lights too much, the side textures don't get enough "uncolored" light to feel right (they tend to be in the shadow). Moreover it gets to be a colorfest, which i don't think we want either. I'll see if i can strike a better balance in the final compiles though.
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Old 05-26-2007, 08:34 PM   #30
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Maybe making the colour less saturated/striking would do the trick the dark blue/purple is very striking at the moment.
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Old 05-27-2007, 12:08 AM   #31
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ouch that's from way back it's going to be the kind of blue seen here
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Old 05-27-2007, 01:10 AM   #32
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Quote:
Originally Posted by BlisTer
ouch that's from way back it's going to be the kind of blue seen here
How did you go the blue lighting along the floor there?
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Old 05-27-2007, 04:48 AM   #33
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Quote:
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How did you go the blue lighting along the floor there?
It's a custom, light emitting, texture.
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Old 05-31-2007, 06:18 PM   #34
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Actually there's 'vanila' ones too.
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Old 05-31-2007, 08:20 PM   #35
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blister: hey all things looking good, i was wondering, how do you make the light emitting texture, is it just something in the vmt file ? or is there something else. tia .. the main outside room looks like a big spider heh looks cool
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Old 05-31-2007, 10:22 PM   #36
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search for lights.rad
If you're compiling into hl2dm, it should be under half-life 2 deathmatch\hl2mp
Open it with notepad or smt, you should see a few textures already. Follow their example and type the folder/texturename of the texture you want emitting lights. In the .vmt of that texture, there should be no env cubemap. Also the brush that it's applied on should be a world brush.

Try it and see if it works. If it doesn't, tell me where you're stuck.
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Old 05-31-2007, 10:35 PM   #37
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Wait. It has to be a world brush? Really?
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Old 05-31-2007, 11:07 PM   #38
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er well i know how to do textures.. and models... but a light emitting texture i dont, but i guess ill open up the smt's and search , just thought id ask, i thought it was just $selfillum but thats only half of it lol. just dont have much time when i get off work
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Old 05-31-2007, 11:35 PM   #39
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no, the light emitting property is not in the .vmt, it is in an exterior file named lights.rad. selfillum is just to make the effect better.

Just read through the lights.rad you'll figure it out.
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Old 05-31-2007, 11:47 PM   #40
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I'll gladly put it up on the dedicated map test server we are running if you have it ready enough to port it to a DM version for people to play on. Shoot me a private message with a download link or email me the map in a .zip format and I'll get it on the server for people to play test.

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