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View Poll Results: Better map name? | |||
Keep the old one! | 1 | 7.14% | |
ff_waterwood | 1 | 7.14% | |
ff_waterbase | 0 | 0% | |
ff_rustymetal | 1 | 7.14% | |
ff_rust | 9 | 64.29% | |
ff_waterust | 0 | 0% | |
ff_funkyrust | 2 | 14.29% | |
Voters: 14. You may not vote on this poll |
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09-13-2005, 12:07 PM | #21 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
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Brushwork looks good.
I'd complain about the name, but I couldn't come up with a good name myself for anything if my life depended on it. |
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09-13-2005, 08:15 PM | #22 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Name aint good but havent still seen better one that would fit. Indeed there's base and there's flag :P
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09-14-2005, 12:22 AM | #23 |
Join Date: Jan 2005
Location: Ontario, Canada
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Baseflag kind of has a classic sound to it... like you just now it's a TF map. Kinda like no bullshit CTF.
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09-14-2005, 01:17 AM | #24 |
Join Date: Jul 2005
Location: San Diego
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If this is your first map, im very impressed. I have looked at previous screens and the difference is obvious to me. One day you will look back on this map and want to totally revamp it once your skills are uber polished.
I think for my tastes the map seems to want to go for the industrial look, but being that these textures are a temp until ff textures are available, I think it will only polish it somewhat. I think if you "garnished" the map with things like electrical wires (as mentioned above) maybe broken down machinery, some burn marks on walls, a vehicle broken in half on fire placed in a strategic manner, some layered fog above the water. One you get your hands on offical ff props, maybe even have a run down sent gun, or better yet, scattered remains from an older time, like tfc. hope ive sparked some ideas for ya. good luck! |
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09-14-2005, 08:00 AM | #25 | |
Join Date: May 2005
Location: Nottingham
Posts Rated Helpful 0 Times
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Quote:
Assuming you've read Only You Can Save Mankind... |
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09-14-2005, 11:36 AM | #26 |
Join Date: Jul 2005
Location: San Diego
Posts Rated Helpful 0 Times
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another thing you might want to concider, if you noticed in the latest screens of Push that just came out, you can see a tall ass building in the distance. I think seeing a view of a distant city would give some depth...
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09-14-2005, 02:13 PM | #27 | ||
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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But enough bullshit. Time to show you more shit :P http://img59.imageshack.us/img59/864...map00063gv.jpg Now the respawn isnt raping the basic look of the map http://img59.imageshack.us/img59/102...map00076ou.jpg I forgot the command that turned off the hud (I know it now) so dont gimme any shit from that :P http://img59.imageshack.us/img59/858...map00085by.jpg And some more of it. http://img59.imageshack.us/img59/471...map00105zb.jpg And some progress shots where you can barely see the spam point of the map with light stairs. (which look funny from above) |
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09-15-2005, 03:04 AM | #28 | |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
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09-15-2005, 08:49 AM | #29 |
Join Date: May 2005
Location: Nottingham
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Indeedy.
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09-15-2005, 12:42 PM | #30 |
Join Date: Feb 2005
Location: Finland
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Back on topic guys.
Talk about your fancy books some other thread RobG. 2nd time you post stuff here that brang this to off topic |
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09-15-2005, 12:50 PM | #31 |
Join Date: May 2005
Location: Nottingham
Posts Rated Helpful 0 Times
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Pleasant.
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09-17-2005, 09:20 AM | #32 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
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I like the toothy kind of bordering aparent in this screenshot
Also, are you gonna put some slimey-water looking overlays around in your map? It looks like they'd go well with all the rusty walls. But to go back on topic, RobG, I just finished reading Thud! about 10 minutes ago. I <3 pratchett. |
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09-17-2005, 01:09 PM | #33 | ||
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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09-18-2005, 02:26 PM | #34 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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Small update. I've added some 1337ness to the walls and added teeth to the edges.
Im open for ideas to the flag room. I'd like it to go down a ramp or something just that the base wouldnt be just 2 level "walk straight to the flag" map. Open for suggestions |
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09-18-2005, 04:10 PM | #35 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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how about a hole in the ceiling and a big fan in the floor underneath. you can have a shutdown style switch then to turn it on :D
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09-18-2005, 07:44 PM | #36 |
Join Date: Jan 2005
Location: Ontario, Canada
Posts Rated Helpful 0 Times
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My only suggestion is be creative. I love designing flag rooms, mostly because you have something that is supposed to be the center of attention for the entire room. So keep that in mind when designing.
Also, your archway (mid-right side) in that hammer pic you posted looks a little distorted. |
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09-18-2005, 10:50 PM | #37 | ||
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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It's not distorted, it's just that hammer doesnt have antialising Oh and btw I love your maps They all look so cool Im currently checking for map pics so I could put in some stuff that I like to see in my map. |
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09-19-2005, 09:06 PM | #38 |
Join Date: Jun 2005
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Explore the use of displacements for things like caves and and cracks in walls, draw your level layout on paper and try out a few ideas on the page just see how it goes.
One suggestion for the layout would be two separate coridors from each enterance which curve around a corner then open up into two separate rooms which then by different enterences join up into a larger room at the rear with multiple levels and ramps etc with pipework exposed etc the flag could be on the top level of these ramps in a separate room maybe. the team spawn rooms would be off the original two rooms which came from the coridors (before the big room) this is just an idea but toy with some of your own and come up with something with multiple defined areas to fight in with some element of stratergy being envolved ie cover. I hope this helps. |
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09-19-2005, 09:20 PM | #39 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
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I use displacements in places that I think needs it. I dont want to overuse the feature :P
I dont need help for the layout. What's done it's done, but if you make a really bad ass good point to the layout idea I might chainge it. I think there's nothing wrong with the layout thing. btw there are 5 ways to get to the flag room. 1. Trough the ramps - fast way (only if your phal has pressed the button for you.) 2. and 3. Trough two sided balconys that are not connected to each other. (again, slower than 1 and fast if your friend has pressed the button) 4. Trough water. (again, the button needs to be pressed.) 5. Trough air conditioning vents. (other side is in security room so you can press the button and escape trough it if you feel like it :P) I think the flag room is now thought up |
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09-26-2005, 09:09 AM | #40 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Decals, overlays, they're basically the same thing (Thank you valve, for the entirely clear and unambiguous naming scheme, once again). But yea.
The l337n3ss looks great. One thing though is this, which looks awkward: I've been trying in my own maps recently to make sure that different textures don't meet at convex edges in spots like these. |
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