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Old 05-21-2007, 04:15 PM   #1
barronofhellion
 
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FF_HallOfGiants_2007

well i have started work on a remake, im at work right now and really dont have much to show off because everything is textured nodraw atm. but i plan on tring to remake this map and well add to it to work well with ff..

the gametype will be ctf and i plan on maybe making 2 versions one with lowgrav and one without... does anybody know about the fall damage in ff ? is it death if you fall from hights or is just the same damage from anywhere ?

oh also its originaly a unreal tournament map here is a picture if it brings back any memories
http://geeks.beyondunreal.com/images...fGiants_01.jpg

Last edited by trepid_jesse; 05-21-2007 at 07:42 PM.
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Old 05-21-2007, 05:23 PM   #2
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Gigantic maps are fun for games like FF because we can conc jump!

Good concept, gonna need some snappy texture work though to give it an awesome feel.

Also, try to avoid too many colored lights ;D
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Old 05-21-2007, 06:52 PM   #3
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Quote:
Originally Posted by PsYcNeT
Gigantic maps are fun for games like FF because we can conc jump!

Good concept, gonna need some snappy texture work though to give it an awesome feel.

Also, try to avoid too many colored lights ;D
conc jumps wil be awesome

Textures are going to be tricky, look around other forums for some gothic/dark style textures

Use a bunch of coloured lights
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Old 05-21-2007, 07:16 PM   #4
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Quote:
Originally Posted by -=bingo-bango=-
look around other forums for some gothic/dark style textures
Use a bunch of coloured lights
well i probably wont borrow anybodys work, mostlikely ill do everything from scratch however i did have the goth style mindset for the textures, as for lighting , the team areas will be lighted with there color lighting , the green alien wall texture probably wont emit as much light ill have smaller radius set at least , so not to bleed onto everything like the original. i mostlikely will make several tall lamp static props for lighting the passages , and floor.
i think what PsYcNeT was saying about dont use too many colored lights was the fact that every light i add tacts on more render time... not to mention the vis depth requirements ill need for this long hall map.. the map i did for the mod Empires "emp_slaughtered" took 30hrs+ to compile with hdr... and it used almost all of the gridspace.. so it should take 1/4 of the time at least to do this one "i hope"
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Old 05-21-2007, 08:24 PM   #5
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Fall damage on hl2dm is the same for everything
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Old 05-21-2007, 08:30 PM   #6
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Quote:
Originally Posted by skuLL
Fall damage on hl2dm is the same for everything
yea, but they could change that.


edit: oh did you mean when at what height do they start to recieve dmg? forget me then
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Old 09-19-2007, 10:02 AM   #7
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Oh god I loved this map dearly when it came out as an expansion to the original UT.
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Old 09-22-2007, 01:51 AM   #8
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Brings back memories when I played UT which was ages ago.. keep at it!
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Old 09-23-2007, 02:59 PM   #9
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well, started work on the last of the main wall textures, its going to take me a while to do this one, also after its done it will mean i can place the green lights for the texture, which will inturn brighting the map up... right now these pictures are still brightened in photoshop.
i loaded up my other computer to do a quick lan test of the new barricades i built to take some of the defenceless spots out of the ramps.. also i might build some ledge support beams. atm when you conc from one ledge path to another, you bounce right off and fall ... heh if i remember correctly this map was a real *b* to get the flag and cap it so im not sure what ill set the cap limit to..

-

-

-

-V these are for landing on before you get the flag so you dont get hurt from the fall again after going through the airtubes, also for something to hide behind for say snipers or engys
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Old 09-23-2007, 03:02 PM   #10
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this is sex. pure sex
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Old 10-07-2007, 08:15 PM   #11
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seriously, do not post such big file screenshots
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