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05-21-2007, 04:15 PM | #1 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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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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05-21-2007, 05:23 PM | #2 |
Black Chancellor
Join Date: Mar 2007
Location: Calgary, Alberta eh?
Posts Rated Helpful 0 Times
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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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05-21-2007, 06:52 PM | #3 | |
Spirit Studios
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Quote:
Textures are going to be tricky, look around other forums for some gothic/dark style textures Use a bunch of coloured lights
__________________
Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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05-21-2007, 07:16 PM | #4 | |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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Quote:
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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05-21-2007, 08:24 PM | #5 |
Join Date: Mar 2007
Posts Rated Helpful 1 Times
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Fall damage on hl2dm is the same for everything
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05-21-2007, 08:30 PM | #6 | |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
edit: oh did you mean when at what height do they start to recieve dmg? forget me then |
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09-19-2007, 10:02 AM | #7 |
Join Date: Jun 2007
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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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09-22-2007, 01:51 AM | #8 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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Brings back memories when I played UT which was ages ago.. keep at it!
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09-23-2007, 02:59 PM | #9 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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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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09-23-2007, 03:02 PM | #10 |
Rocket p00nz
Join Date: Mar 2007
Location: Belgium, Ghent
Class/Position: soldier Gametype: skillz ;) Posts Rated Helpful 0 Times
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this is sex. pure sex
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10-07-2007, 08:15 PM | #11 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
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seriously, do not post such big file screenshots
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