View Full Version : ff_badlands
o_stino
06-20-2005, 10:02 AM
The full map is ready, the only thing that needs to be done are the details, like good textures, props, lightning, skybox, ....
http://193.138.204.186/%7Esgware/mapinfo/ff_badlandsscrns/blue0005.jpg
The version of ff_badlands before retexturing
http://193.138.204.186/%7Esgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0000.jpg
Retextured overview
http://193.138.204.186/%7Esgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0002.jpg
The bright retextured entrance
http://193.138.204.186/%7Esgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0001.jpg
The bright interior
more screenshots at:
http://193.138.204.186/~sgware/index1200.php?p=media&cat=Map%20Screens&subdir=ff_badlandsscrns (http://193.138.204.186/%7Esgware/index1200.php?p=media&cat=Map%20Screens&subdir=ff_badlandsscrns)
o_ginger lord
06-20-2005, 10:03 AM
Looks good, but the lighting does not match the sky at all and the map looks out of place.
Needs a 3D skybox as well.
o_stino
06-20-2005, 11:18 AM
indeed, details :D
skybox is the last thing i do, this sky texture is from half-life source, that explains the low quality, i'm trying to create a good one, but thats not easy
i'm also waiting for the official team textures :D
o_kam
06-20-2005, 12:39 PM
The before retexturing looks so much better D:
Hope you find some good textures for it and the lighting looks way off~
Scale in some parts looks a bit off too :>
Oh and turn up all graphics stuff before taking screenies (mainly AA and AF).
o_stino
06-20-2005, 12:57 PM
Oh and turn up all graphics stuff before taking screenies (mainly AA and AF).
whot do you mean by that?
turning of the hud?
o_voipme
06-20-2005, 01:01 PM
Setting your graphics to maximum settings, with anti-aliasing and AF (don't know what that is) turned on. It makes for some pretty screenshots.
o_stino
06-20-2005, 01:10 PM
don't think so, if i put anti aliasing on, i will get a very dark image (totaly black :D) (i have a ATI radon X600Pro) and i got the same in other games (like nfsu2)
*EDIT* nope, i got that problem with v-sync
o_kam
06-20-2005, 01:33 PM
AF = Anisotropic Filtering
o_stino
06-20-2005, 01:43 PM
are there console commands to toggle those ?
o_kam
06-20-2005, 01:54 PM
They're in the options/video/advanced menu.
o_thedarkone
06-20-2005, 02:03 PM
I dunno- I liked the way the TFC Badlands were stuck in the canyon. This version makes it look like they're close to the top, and that the canyon is all soft edged. :/
o_fresh
06-20-2005, 02:14 PM
yeah make the canyon and the moat around the base look more like jagid rock and not so much like dirt
o_player
06-20-2005, 02:31 PM
The outdoor setting in the old screens was much better, currently, the map looks a bit empty and plain. The third screen shot shows this. Where as in the first screen, the setting looks more atmospheric and the building goes better with the grass texturing.
o_catzeyes93
06-20-2005, 02:38 PM
Remember... badlands is actually a place in a desert type area. The overall feel of it should be 'hot' and muggy.
o_stino
06-20-2005, 02:39 PM
i changed the textures becouse lots of peoples asked to change them to a more canyon feeling, so i did it :D
And the soft edges will be sharped, after i've found the right texture :D
o_sobe green
06-20-2005, 03:47 PM
The third picture just does not feel right at all.
o_thenuke0
06-20-2005, 04:00 PM
there was a wall in the right side of the 3rd screenie , with a high ramp a solly / medic could reach.
o_donny
06-20-2005, 05:14 PM
Looks like badlands in TFC which is good but It need some architectual details IMO
o_ivaqual
06-20-2005, 06:36 PM
wait, where is the entrance SG supposed to be now ?
looks good though
o_donny
06-20-2005, 07:35 PM
Tough cant wait what Eat has for badlands. 8)
o_shadow34721
06-20-2005, 07:47 PM
why do the batts look so small...?
in any case the lighting is good and bright... but perhaps a bit too bright. you dont want it washing out your textures and being so oversaturated especailly indoors.
o_multi
06-21-2005, 01:00 AM
they do look small, and also lower too
o_robg
06-23-2005, 12:36 PM
Ah c'mon the third screenie looks so much more like TFC. Why are you all going for realism, this isn't Counterstrike (or Counterstupid as I call it roflolly!).
o_etzell
06-23-2005, 03:55 PM
The whole map looks small. Like something some billionaire would build for his kid on a whim, to model his giant house. Make it bigger! Open it up! Copy the original dimensions!
Oh, and DUST TEXTURES LIKE WHOA!
o_thedarkone
06-27-2005, 11:18 PM
I don't think it's that it's smaller, but that the map feels like it takes place in a ditch, rather than in a series of canyons.
Makes the walls higher!
o_kayuni
06-28-2005, 01:44 AM
The third screenie has a nice feel to it. Albeit the lighting needs work, and the edges are too soft, it seems similar to the original Badlands.
o_morrow
06-29-2005, 05:37 AM
Yah lighting has to be the biggest issue in all maps you have to nail it or else it makes the map look like it was thrown togeather at the last minute (which is far from the truth)
I like the first screen tho i do agree with everyone that Badlands was better in the bright orange canyons. Mind you Source is an upgrade :P
Good luck with proping. To remind you. its called badlands should be some like decapitated Cars in the canyon.. make it look like it drove off a path or something :wink:
o_stino
07-11-2005, 08:36 AM
The whole map looks small. Like something some billionaire would build for his kid on a whim, to model his giant house. Make it bigger! Open it up! Copy the original dimensions!
Oh, and DUST TEXTURES LIKE WHOA!
just for your information, those are the original demenstions.
only becouse of the displacements it looks a bit larger
next update will contain a bit darker indoor and more "cubic" (or how do i have to call it) rocks
o_stino
07-11-2005, 12:48 PM
New screenshots with team textures:
(no lighting changed)
The sentry platform at the base entrance:
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0008.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0009.jpg
The base
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0010.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0011.jpg
The central bridge
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0012.jpg
The yard in front of the base:
http://sgware.team-fos.com/mapinfo/ff_badlandsscrns/badlands_dusttxt0013.jpg
Blue resuply
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0014.jpg
Central bridge (again):
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0015.jpg
o_player
07-11-2005, 01:08 PM
Do those wires stop you from walking off the edge? or can you walk through them?
mervaka
07-11-2005, 01:22 PM
its looking good.. are you planning on adding a bit of vegetation in though? it looks a bit bare atm
o_ginger lord
07-11-2005, 01:40 PM
Bridge out of bases looks weedy and thin. Needs more beef.
o_fresh
07-11-2005, 02:25 PM
looks good, im unsure how bunnyhoping would fare on the surface but thats abit of a suck-it-and-see thing
all i would say is that the rock enterance to the bases off the bridge looks a little narrow, along with the bridge enterance exit, and the canyon could be a little "deeper" so its not so much like a dried up rive and more like a MONSTEROUS CANYON SCORCHED BY THE GODS.
o_kam
07-11-2005, 02:29 PM
Yeah scale looks a little odd
o_travis dane
07-11-2005, 03:51 PM
Indeed, a couple things are a bit off. I'd suggest making the vertical rocks more yellow, and lean them back a bit the higher they go, otherwise it looks like a man-made passage way of some sort. The level could also be a little more lightened up, and scale everything up a notch, otherwise it looks just too small.
That aside, the map looks pretty good. It sticks with the TFC style of mapping (bright, clean and simple), which is always a good thing.
o_imbrifer
07-11-2005, 05:07 PM
The repeating textures is kinda annoying, maybe consider increasing their scale and/or rotating them?
I think the bridge looks a little simple: add some detail brushes or displacements to it: make the entrances on each side rounder, make the tops round or add some lights/other features, make the bridge a bit thicker, and make the concrete areas under each side of the bridge be more prominant - come out more towards the center of the bridge, and maybe out horizontally as well.
The entrance to the between-bases bridge looks plain - add some arches, railings, or other dimension to the walls and/or floors.
The bridge to the base looks sort of thin and plain - maybe add a border on the sides?
Blue resupply looks beautiful. You definitely have a solid direction with the map and you are doing well. Keep up the good work
o_morrow
07-11-2005, 05:40 PM
I like it just Fine :wink:
how did you get that nice little glow to everything on the outside (im UberNooB)
Oh and i like the Bridge with the Cables think it looks Dandy.
o_ivaqual
07-11-2005, 05:50 PM
how did you get that nice little glow to everything on the outside (im UberNooB)
probably loading the map in garry's mod
o_drtom
07-11-2005, 06:41 PM
looks really nice
fd bridge is too narrow, needs to be about 25% wider, the supports on the bridge are too big and bulky an the texture doesnt fit the scheme, and as someone said the wires on the bridge need to be pass throughable!! or you mess up alot of concs :P
o_the phenom
07-11-2005, 07:05 PM
Good re-do.
I'd ask you beef up the bridge, and the slopes outside of the bases, make them more slopy.
Also add some height to the outer cliffs.
Otherwise looking good, keep it up.
o_drtom
07-11-2005, 07:20 PM
also the bottom part of the tunnel from mid map to under the fd bridge shouldnt be curved, people will catch on it
o_ramzet
07-11-2005, 08:13 PM
Wow. Where to begin?
Ok, nice try. First of all, I'm not feeling any atmosphere here. The old hl1 cliff skybox isn't cutting it. Make a 3dskybox. Check out the mountians in the congestus thread. Do soemthing like that. Secondly, the whole map burns my eyes. Why did you make it so bright? After 30 minutes of playing this map, I would go blind. Please reconsider the ground texture.
As for the displacements... they seem too flat. Please tell me you just didn't just subdivide them and not do any geometry painting. Another problem with the cliffs is the texture scaling... wayyyyy to low. The tiling of the textures shouldn't be that appearant.
Thirdly, why do the bridges, the fd base region, and some of the cliffs look so understated? Are you sure they match up with the tfc ones? Especially the jutting cliff to the left of the front door. The whole map just looks... diminished.
Also, I was wondering what is going on in this screenshot. I've highlighted the region in question.
http://img34.imageshack.us/img34/3038/hax6ai.th.jpg (http://img34.imageshack.us/my.php?image=hax6ai.jpg)
Your resup room is looking fantastic though.
o_weetbix
07-12-2005, 06:00 AM
progressing nicely
o_etzell
07-12-2005, 06:02 AM
Why is the "cable bridge" leading from a structured room with walls and a ceiling? It looks very odd and out of place, especially seeing as how the bridge coming from the base isn't even that detailed.
o_stino
07-12-2005, 09:29 AM
i don't know how to make ropes colliding so, the are not solid :D
Wow. Where to begin?
Ok, nice try. First of all, I'm not feeling any atmosphere here. The old hl1 cliff skybox isn't cutting it. Make a 3dskybox. Check out the mountians in the congestus thread. Do soemthing like that. Secondly, the whole map burns my eyes. Why did you make it so bright? After 30 minutes of playing this map, I would go blind. Please reconsider the ground texture.
As for the displacements... they seem too flat. Please tell me you just didn't just subdivide them and not do any geometry painting. Another problem with the cliffs is the texture scaling... wayyyyy to low. The tiling of the textures shouldn't be that appearant.
Thirdly, why do the bridges, the fd base region, and some of the cliffs look so understated? Are you sure they match up with the tfc ones? Especially the jutting cliff to the left of the front door. The whole map just looks... diminished.
Also, I was wondering what is going on in this screenshot. I've highlighted the region in question.
nope, not finished yet , the tunnels there need to become rock tunnels but i've got some problems with that.
and the scale of the textures is 0.5 and not 0.25 (default)
also i haven't decided yet wich textures to use
Why is the "cable bridge" leading from a structured room with walls and a ceiling? It looks very odd and out of place, especially seeing as how the bridge coming from the base isn't even that detailed.
the bridge from the base is not detailed becouse i wanted to try out the effect of the bridge in the center first :D
its looking good.. are you planning on adding a bit of vegetation in though? it looks a bit bare atm
if i find good badlands models (i don't think so)
Morrow wrote:
how did you get that nice little glow to everything on the outside (im UberNooB)
probably loading the map in garry's mod
nope, not garry's mod (but i don't know what you mean with glow (if you mean the brightness above the sand, thats becouse of the high brightness of light_environment (about 1200)
looks really nice
fd bridge is too narrow, needs to be about 25% wider, the supports on the bridge are too big and bulky an the texture doesnt fit the scheme, and as someone said the wires on the bridge need to be pass throughable!! or you mess up alot of concs
bridge is exact the same size of the bridge from TFC badlands, only it looks a bit weard :p
o_drtom
07-12-2005, 04:37 PM
make it wider then :P
o_azlan
07-12-2005, 04:55 PM
Couldn't you just make the ropes func_illusionary?
o_stino
07-12-2005, 05:11 PM
Couldn't you just make the ropes func_illusionary?
you are old, they are move_ropes and are not solid!!!
func_illusionary is not used anymore, the only reason that its still in the game is to be backwards compatible
Legacy support. Use func_brush instead.
+ there are some screens coming (i'm compiling a.t.m.)
o_ivaqual
07-12-2005, 05:48 PM
the preretextured version of badlands looks much better than the actual desert one, but you probably already know that. can't wait for the new screenshots :wink:
o_etzell
07-12-2005, 06:01 PM
You misunderstood. I don't like the "rooms" leading to the cable bridge. They look out of place and unhappy. And, by unhappy, I mean it make me sad in pants.
o_stino
07-12-2005, 06:10 PM
It has the canyon feeling more than ever now :D
Next update: interriors :D
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0016.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0017.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0018.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0019.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0020.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0021.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0022.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0023.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0024.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0025.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0026.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0027.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0028.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0029.jpg
o_etzell
07-12-2005, 06:29 PM
THAT'S what I'm talking about! Good job! I like it, Steve!
However, that ladder looks freakishly thin, and I'm still iffy about that bridge.
o_travis dane
07-12-2005, 06:45 PM
Very nice job on those changes, it's already looking great.
o_imbrifer
07-12-2005, 08:07 PM
Wow, great improvements. Thanks for listening to everyone, and such.
The cables on the bridge seem to come out of nowhere, or at least something could be done besides that horizontal piece of metal. The cable bridge and each base bridge could use a little beefing up, methinks.
Some of the eternal architecture looks blocky (tho I'm sure some of that is due to textures which I assume will change), so I want to encourage you to try to take advantage of the architecture capabilities of Source.
But well done, and rock on :)
o_demasu
07-12-2005, 08:10 PM
That looks way better. Keep it up.
o_azlan
07-12-2005, 10:13 PM
I miss the Jabba the Hut style of the original :(
o_darknight
07-12-2005, 10:26 PM
Good going man. Looking so much better than when you first started it.
Any chance of an AVI when you get to an almost 100% finished stage? Please. :)
o_broodingdude
07-12-2005, 11:16 PM
My my my... this map will support 64 players. Can you have an option for that? It seemed way too empty with just 32 players.
I always remembered badlands as being a very large map with lots of holes in the defense.
o_leetard
07-13-2005, 12:19 AM
3d skybox maybe?
You could probably add some of those dead tree models in foliage. It can add monster depth to the sorrounding desert mountains.
o_fresh
07-13-2005, 10:09 AM
its nice to see the community come together to help shape a map and improve it for the new age. KUDOS.
o_stino
07-13-2005, 10:46 AM
Wow, great improvements. Thanks for listening to everyone, and such.
The cables on the bridge seem to come out of nowhere, or at least something could be done besides that horizontal piece of metal. The cable bridge and each base bridge could use a little beefing up, methinks.
Some of the eternal architecture looks blocky (tho I'm sure some of that is due to textures which I assume will change), so I want to encourage you to try to take advantage of the architecture capabilities of Source.
But well done, and rock on :)
blocky, hmm, i've tryed to round the border at the top with a torus, but that only causes some errors with invalid solid structures.
any help with the architecture is welcome.
THAT'S what I'm talking about! Good job! I like it, Steve!
However, that ladder looks freakishly thin, and I'm still iffy about that bridge.
the ladder is a model and its exact the width of a player
Good going man. Looking so much better than when you first started it.
Any chance of an AVI when you get to an almost 100% finished stage? Please. :)
don't thinks so, (i don't have a host to put something big like a movie on it + i don't know how to get a demo into an avi)
here are some screenshots of the flagroom
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0030.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0031.jpg
more roundings coming :d
o_stino
07-13-2005, 10:57 AM
Wow, great improvements. Thanks for listening to everyone, and such.
The cables on the bridge seem to come out of nowhere, or at least something could be done besides that horizontal piece of metal. The cable bridge and each base bridge could use a little beefing up, methinks.
Some of the eternal architecture looks blocky (tho I'm sure some of that is due to textures which I assume will change), so I want to encourage you to try to take advantage of the architecture capabilities of Source.
But well done, and rock on :)
blocky, hmm, i've tryed to round the border at the top with a torus, but that only causes some errors with invalid solid structures.
any help with the architecture is welcome.
THAT'S what I'm talking about! Good job! I like it, Steve!
However, that ladder looks freakishly thin, and I'm still iffy about that bridge.
the ladder is a model and its exact the width of a player
Good going man. Looking so much better than when you first started it.
Any chance of an AVI when you get to an almost 100% finished stage? Please. :)
don't thinks so, (i don't have a host to put something big like a movie on it + i don't know how to get a demo into an avi)
I miss the Jabba the Hut style of the original :(
What do you mean?
there is something about source, i can't say what, but the canyons of hl1 have a better feeling
here are some screenshots of the flagroom
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0030.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0031.jpg
more roundings coming :d
o_catzeyes93
07-13-2005, 02:28 PM
ugh... my favorite ledge to put my sg on for the flag area is gone. =-( Is it possible to put a new ledge in a diff location for defending the flag? It doesnt have to be the same ole same ole place... but someplace against those walls surrounding the flag pit?
By the way, you have done a WONderful job with this map! It looks very playable and purty. I just worry weather or not I will be able to walk along the paths. Some of those look like I would fall right off the edge! LOL!
o_kam
07-13-2005, 02:32 PM
where the fuck is the spiral staircase D:
mervaka
07-13-2005, 04:22 PM
ugh... my favorite ledge to put my sg on for the flag area is gone. =-( Is it possible to put a new ledge in a diff location for defending the flag? It doesnt have to be the same ole same ole place... but someplace against those walls surrounding the flag pit?
dont forget the light above that ledge too :/
o_drtom
07-13-2005, 04:56 PM
im sure he will add those little details soon!
it looks cool, just that considering its a desert environment, the inside looks a bit like a silo or something, can we have like sand in the corners or a bit more yellowness/orangey light in places ?!
o_etzell
07-13-2005, 04:57 PM
I miss the spiral staircase and the little ledge. It also needs the other SG cove above the entrance...
o_catzeyes93
07-13-2005, 09:50 PM
I would think that a new rendering of the map would lend itself to some minor changes. I wouldnt mind having the small stuff missing, but I would like to see that we make sure that we account for some of the needs around the original reason it was there. Example: originally there were to alcoves and a light fixture in that fr area... engies would build there. So if we take any of those out, perhaps be sure to include another alcove or ledge in a similar fashon in about that area. You know... like... put the light on the OTHER side. Or instead of the alcove, put a ledge... ya know?
o_epothon
07-13-2005, 10:04 PM
This map looks FAB! :shock:
really Two thumbs up, now get the details tweaked and stuff and this map is gone be ownage
o_stino
07-14-2005, 06:06 AM
ugh... my favorite ledge to put my sg on for the flag area is gone. =-( Is it possible to put a new ledge in a diff location for defending the flag? It doesnt have to be the same ole same ole place... but someplace against those walls surrounding the flag pit?
By the way, you have done a WONderful job with this map! It looks very playable and purty. I just worry weather or not I will be able to walk along the paths. Some of those look like I would fall right off the edge! LOL!
nope, exact on the same place, i've just played TFC again and i've noticed that it was missing so ive added it :D
I would think that a new rendering of the map would lend itself to some minor changes. I wouldnt mind having the small stuff missing, but I would like to see that we make sure that we account for some of the needs around the original reason it was there. Example: originally there were to alcoves and a light fixture in that fr area... engies would build there. So if we take any of those out, perhaps be sure to include another alcove or ledge in a similar fashon in about that area. You know... like... put the light on the OTHER side. Or instead of the alcove, put a ledge... ya know?
I don't really know what you mean, (you've used some words that are unkown to me :s)
can you try to say it in an other way?
o_osiris
07-14-2005, 06:12 AM
I would think that a new rendering of the map would lend itself to some minor changes. I wouldnt mind having the small stuff missing, but I would like to see that we make sure that we account for some of the needs around the original reason it was there. Example: originally there were to alcoves and a light fixture in that fr area... engies would build there. So if we take any of those out, perhaps be sure to include another alcove or ledge in a similar fashon in about that area. You know... like... put the light on the OTHER side. Or instead of the alcove, put a ledge... ya know?
I don't really know what you mean, (you've used some words that are unkown to me :s)
can you try to say it in an other way?By the alcoves he is referring to the small spaces in the upper flagroom for SG's. We want them there. Same with a spiral staircase, I dont like that ladder you placed there :x
o_etzell
07-14-2005, 06:20 AM
The ladder would render the incoming O totally useless. They'd be totally dicked coming up that bad boy. Sgs would slaughter, rockets would do worse. That's what the spiral staircase is there for!
o_stino
07-14-2005, 11:39 AM
I would think that a new rendering of the map would lend itself to some minor changes. I wouldnt mind having the small stuff missing, but I would like to see that we make sure that we account for some of the needs around the original reason it was there. Example: originally there were to alcoves and a light fixture in that fr area... engies would build there. So if we take any of those out, perhaps be sure to include another alcove or ledge in a similar fashon in about that area. You know... like... put the light on the OTHER side. Or instead of the alcove, put a ledge... ya know?
I don't really know what you mean, (you've used some words that are unkown to me :s)
can you try to say it in an other way?By the alcoves he is referring to the small spaces in the upper flagroom for SG's. We want them there. Same with a spiral staircase, I dont like that ladder you placed there :x
oh, now i get it, just what i have don now, only the spiral staircase is a bit different. but the two 'alcoves' (one above the hallway to the ressuply and one next to the flag pipe :d)
i've resized the old textures becouse i needed some space at my host :D
1.2 MB > 200 KB :p
Here are the new screenshots :
Staircase (small) (before i've tried the large one)
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0032.jpg
Sentry spot :D
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0033.jpg
Large staircase
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0034.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0035.jpg
o_fresh
07-14-2005, 01:13 PM
looks brillaint, one minor point i think the jagensess of the big pipe on the big stairs with the warning black/yellow colours looks slightly odd, maybie try making less Jagedness or putting a lip on the egde so it looks more like a structure and not a cut hole
o_qui
07-14-2005, 01:19 PM
That really does look ace, well done :)
o_stino
07-14-2005, 02:21 PM
hmm, smoothing groups, does enyone knows how those work?
o_darksoul
07-14-2005, 03:57 PM
If it's the same in hammer as max, label faces with a number. All those faces with the same number(s) will be smoothed together!
o_etzell
07-14-2005, 04:15 PM
IMO, the ladder coming out of the pit is in the entire wrong position. I liked the way it was, where you could climb to the grate that brought you to the base or hide WAY up top.
o_stino
07-14-2005, 05:22 PM
IMO, the ladder coming out of the pit is in the entire wrong position. I liked the way it was, where you could climb to the grate that brought you to the base or hide WAY up top.
oh yes, the grate that was there. good idea, i'm going to get that back!
but for the moment i need some ideas for the architecture of the front of the base
oh yes, and stuff like this:
http://secrets.tfccentral.org/graphics/thumb/badlands/tbadlands0000.jpg
i won't bring them back!
and here are some new screens:
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0036.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0037.jpg
o_neoro
07-14-2005, 05:58 PM
The canyon in that screen is way too large. There's no upper yard room. It really should be kept to scale with the origional.
o_stino
07-14-2005, 06:26 PM
The canyon in that screen is way too large. There's no upper yard room. It really should be kept to scale with the origional.
i know but rescaling is not so easy, and i don't want to start over again.
mervaka
07-14-2005, 06:41 PM
im guessing the red silo isnt properly textured yet? it needs to be darker imo
o_stino
07-14-2005, 06:45 PM
im guessing the red silo isnt properly textured yet? it needs to be darker imo
texturing is not finished anywhere in the map becouse i don't have the official textures, and eh, darker? are you looking at the old screens?
mervaka
07-14-2005, 06:47 PM
ah cool
heres the redness im on about:
http://sgware.team-fos.com/mapinfo/ff_badlandsscrns/badlands_dusttxt0037.jpg
o_stino
07-14-2005, 06:50 PM
oh, the staircase
i thought you ment the flagroom itself, wich is much darker
o_etzell
07-15-2005, 06:17 AM
The canyon in that screen is way too large. There's no upper yard room. It really should be kept to scale with the origional.
Upper yard room? What are you on about? If you're talking about the base, it was ALWAYS like that. Go play a round or so.
Also, I can already see that people will love to camp on top of the roof/above the door. Good job, I love spots like that. (Seriously)
o_drtom
07-15-2005, 06:54 AM
spiral looks too narrow, not even in its width all the way up, looks too shallow a gradient, i might be wrong.
o_etzell
07-15-2005, 07:12 AM
The pipe shouldn't follow the spiral all the way up, IMO.
o_stino
07-15-2005, 10:52 AM
The pipe shouldn't follow the spiral all the way up, IMO.
it't the same as in the tfc version, i even added the rock wall
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0040.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0041.jpg
here, i've tried to make the canyon smaller :D
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0042.jpg
o_norris
07-15-2005, 10:59 AM
The screens look really amazing good man. Can't wait to play badlands again (shame public tfc died on this map)! Keep it up :)
o_donny
07-15-2005, 09:10 PM
Looks cool but Im still not warmed for the base look :/
o_stino
07-16-2005, 05:21 PM
needer am i :(
o_ivaqual
07-16-2005, 05:23 PM
just revert back to the winter grass feel you had before. that looked fantastic
o_ginger lord
07-16-2005, 05:24 PM
Bridge still looks weedy. Maybe a small raised lip on the edges to define it.
o_stino
07-16-2005, 05:34 PM
Bridge still looks weedy. Maybe a small raised lip on the edges to define it.
central bridge or at the base?
o_travis dane
07-16-2005, 05:42 PM
just revert back to the winter grass feel you had before. that looked fantastic
Oh please don't, FF is really going to fall short on good old dusty TFC maps. The winter\wet-ish feel just doesn't suit it well.
o_ginger lord
07-16-2005, 05:50 PM
Bridge still looks weedy. Maybe a small raised lip on the edges to define it.
central bridge or at the base?
One at base, its a big grand base with what looks like a bridge they took 5 minutes to build, no style to it.
o_ivaqual
07-16-2005, 06:12 PM
just revert back to the winter grass feel you had before. that looked fantastic
Oh please don't, FF is really going to fall short on good old dusty TFC maps. The winter\wet-ish feel just doesn't suit it well.
very true, but the fact is that there aren't any good or suitable "dust" textures yet.
o_etzell
07-17-2005, 03:01 AM
These textures suit the map just fine.
Also, I'd like to see rock walls that aren't 100% sheer. They look outdated and out of place.
o_leetard
07-17-2005, 08:48 AM
Agree with Etz, definately could use a bit more of a 'rocky' look. Play with displacement.
As for the rest its looking good and true, this is one of my fav maps. Once you add some details/statics on the outside I think itll give it a great new 'source' feel. Of course you have more textures to play with. Take your time, seeing you have plenty of it. We support ya.
Workin on any 3d skyboxes? They are absolutely awesome, a definate must for a map in source. Hows it run?
o_stino
07-17-2005, 09:17 AM
These textures suit the map just fine.
Also, I'd like to see rock walls that aren't 100% sheer. They look outdated and out of place.
there we go again, what is sheer?
and if you have some textures, feel free to send them :D
o_stino
07-17-2005, 09:19 AM
Agree with Etz, definately could use a bit more of a 'rocky' look. Play with displacement.
As for the rest its looking good and true, this is one of my fav maps. Once you add some details/statics on the outside I think itll give it a great new 'source' feel. Of course you have more textures to play with. Take your time, seeing you have plenty of it. We support ya.
Workin on any 3d skyboxes? They are absolutely awesome, a definate must for a map in source. Hows it run?
i agree, skybox are awesome, but where do i have to put them? there is not much sky that is visible. skybox objects will be invisible, only if i put it above the map, but what can i put there, some planes flying by, ...
(can a mod just put this post after my previous)
found some inspiration for sky box
http://www.irtc.org/ftp/pub/stills/1998-10-31/plemv8.jpg
Circuitous
07-17-2005, 11:23 AM
Sheer means straight, vertical, and mostly smooth.
o_ginger lord
07-17-2005, 11:24 AM
The top of the cliffs are also flat. The face of them is nice and bumpy but looking along the top they are all:
-------------------------------------
Flat.
Add some more bumps, or some grass or a few dead trees to break up the lines.
o_stino
07-17-2005, 12:24 PM
The top of the cliffs are also flat. The face of them is nice and bumpy but looking along the top they are all:
-------------------------------------
Flat.
Add some more bumps, or some grass or a few dead trees to break up the lines.
grass is coming with detail props, now i'm working at the large foliage and skybox, and some preformance fixes :D
does someone knows how to add the heat effect?
if you have played hl1: source you will see this effect at the rocket engine that blast at the 3 arms of some giant alien plant.
the level where you have to get the oxigen and fuel to work.
and how does "%detailtype" work? can't get it working :(
AND can someone explain this: (the colors that come trough the lighting?)
oh yes, you can also see that i have experimented with bumb maps, bad result :(
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0043.jpg
am i wrong or aren't there any detpack spots in badlands?
o_ivaqual
07-17-2005, 03:37 PM
i think this map would look good with a sunsettish lighting. imo light rays coming through the canyons with a pink/reddish tint would really kick ass.
o_stino
07-17-2005, 03:44 PM
i think this map would look good with a sunsettish lighting. imo light rays coming through the canyons with a pink/reddish tint would really kick ass.
lol, the pink/reddish tint is not created on purpose, it's a bug, and i don't know how to fix it
o_ivaqual
07-17-2005, 03:57 PM
i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free
at any rate this port is shaping up nicely
o_stino
07-17-2005, 04:28 PM
i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free
at any rate this port is shaping up nicely
like i said, those ropes are NOT collinding with the player
o_travis dane
07-17-2005, 04:38 PM
i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free
at any rate this port is shaping up nicely
like i said, those ropes are NOT collinding with the player
Then why are those ropes there in the first place? I know they might add a little realism to the bridge, but then again, this is FF we're talking about, not CS.
o_stino
07-17-2005, 05:13 PM
i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free
at any rate this port is shaping up nicely
like i said, those ropes are NOT collinding with the player
Then why are those ropes there in the first place? I know they might add a little realism to the bridge, but then again, this is FF we're talking about, not CS.
ok, fine, i will remove them, i thought it would add some detail to the bridge, but ok, i'll remove them!
(no, i'm not mad :D)
Add some more bumps, or some grass or a few dead trees to break up the lines.
the trees are there, but the grass, can't gat the detail props on the texture :s
o_etzell
07-17-2005, 05:18 PM
Remember, make sure the walls aren't so flat!
o_stino
07-17-2005, 05:28 PM
Remember, make sure the walls aren't so flat!
walls? do you mean indoor?
i'm trying to do that :D
but i need the grass and heat effect
if you don't know what i mean, try to play san andreas, if you walk in the desert you will see the effect,
you can also try to look trough the air above a heat source, ex. a bbq
but how do i get in-game?
o_imbrifer
07-17-2005, 05:29 PM
I know the effect was done in ravenholm with the gas for the fire machiney thing. Look into how to activate fire and such at www.snarkpit.net or some other tutorial place and you might find out how to make those heat waves.
good luck.
o_stino
07-17-2005, 05:31 PM
can you tell me the mapname, i have a decompiler, so i can try to figure it out, (no, don't tell me to decompile the hl: source map, becouse i can't for some reason :s)
o_imbrifer
07-17-2005, 06:13 PM
Err... no, I don't remember the map name. It was the very entrance to ravenholm, though - same area where the corpse is being electrocuted on the fence, etc.
o_stino
07-17-2005, 06:58 PM
i've got the grass working (half) it only appears at one of the alpha textures, not at the other one :(
ladder position changed
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0044.jpg
these colors are coused by the skybox.
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0045.jpg
and at least, the grass:
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0046.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0047.jpg
oh, can someone make models from this rocks (for skybox use :D)
http://www.irtc.org/ftp/pub/stills/1998-10-31/plemv8.jpg
o_etzell
07-17-2005, 07:11 PM
Remember, make sure the walls aren't so flat!
walls? do you mean indoor?
i'm trying to do that :D
but i need the grass and heat effect
if you don't know what i mean, try to play san andreas, if you walk in the desert you will see the effect,
you can also try to look trough the air above a heat source, ex. a bbq
but how do i get in-game?
Sorry, my bad, I meant the cliff walls.
Also, the ladder is still in the wrong spot. And don't forget the ledges above that place, where you can run around and ambush people from.
o_ivaqual
07-17-2005, 07:29 PM
looks much better now !
i'll try and see if i can whip up a canyonish skybox but i don't promise anything. i believe at any rate that there is a terrain generator specially made for hammer ? can't remember the name though :?
as for the "rainbow" shadowing : did you mess with the map compile configs ? i'm pulling this out of my ass but maybe there is an unwanted or badly configured variable floating around.
o_kam
07-17-2005, 09:00 PM
does someone knows how to add the heat effect?
env_steam set to heat haze, they eat fps though and wont show in dx7 afaik
pink lighting = place some env_cubemaps and buildcubemaps in game
skybox = look on http://www.planethalflife.com/wadfather/ for some 512x512 env maps, prefix the name with sky_ and put this in the .txt when you run vtex
"$skybox" 1
"$nocompress" 1
vmt looks something like this:
"UnlitGeneric"
{
"$baseTexture" "skybox/sky_blahblah_ft"
"$nofog" 1
"$ignorez" 1
"$skybox" 1
}
o_ivaqual
07-17-2005, 09:05 PM
i think he wanted a 3d skybox
o_ramzet
07-17-2005, 09:10 PM
i dont mean to be mean, but that looks horrible
why change the side of the ladder, its a few feet to the left orginally. the whole purpose of the ladder is to extend all the way up to the top where there is another area to stand (spies maybe?)
dont include any floor infront of the ladder as it wasnt there in the original as in the picture...
http://img303.imageshack.us/img303/9764/llllll9uf.jpg
that texture (the black and yellow stripes) needs to change or be applied somewhere else...i mean where is it coming from? it doesnt fit
and by the way, this is whith EVERY map that isnt done by the FF people, with an exception or two BAD LIGHTING CAUSES THAT UGLY RAINBOW EFFECT, not a skybox
it happens from the saturation being incorrect, either too much or too little causes that to happen
oh and why is there a tree growing randomly out of the base?
your wall and floor don't line up in the fourth picture, blend it better or something
dont make your 3d skybox out of props, make it out of displacements
the bridge picture :/ your rocks dont match up. there is an evident line where they change
please fix this map
o_kam
07-18-2005, 03:33 AM
i think he wanted a 3d skybox3d skyboxes still encorporate regular skyboxes
o_stino
07-18-2005, 06:17 AM
if the ladder goes to the top, you won't be able to drop off half-way, becouse of the func_useable ladder :s
and by the way, this is whith EVERY map that isnt done by the FF people, with an exception or two BAD LIGHTING CAUSES THAT UGLY RAINBOW EFFECT, not a skybox
and no, it is the skybox! :D
never had it before i put in the skybox, and i don't have it anymore without the skybox :D
oh and why is there a tree growing randomly out of the base?
ok, trees grows where they want, most likely on flat surface or on a clif where there is some flat space, like just on top of the base
if somebody else complains about it, i wil remove it :D
your wall and floor don't line up in the fourth picture, blend it better or something
if you mean the rock wall, well thats becouse i'm trying to get bumpmaps for it, witch causes (for the moment) a bad lighting effect on the rockwall
does someone knows how to add the heat effect?
env_steam set to heat haze, they eat fps though and wont show in dx7 afaik
pink lighting = place some env_cubemaps and buildcubemaps in game
skybox = look on http://www.planethalflife.com/wadfather/ for some 512x512 env maps, prefix the name with sky_ and put this in the .txt when you run vtex
"$skybox" 1
"$nocompress" 1
vmt looks something like this:
"UnlitGeneric"
{
"$baseTexture" "skybox/sky_blahblah_ft"
"$nofog" 1
"$ignorez" 1
"$skybox" 1
}
ok, no heat effect :D and the cubemaps won't help, thats another pink
that's the chess board with black an pink tiles :D
i know how to make vtf's, only i don't know how to make the pictures fit
and eh, skyboxes are 1024*1024 :D
o_osiris
07-18-2005, 06:31 AM
if the ladder goes to the top, you won't be able to drop off half-way, becouse of the func_useable ladder :sGet rid of it, we hate them anyways. It's pretty vital to be able to drop half-way on a ladder to get away from some things.
o_jerm
07-18-2005, 06:56 AM
that's how ladders are made for hl2dm tho.
It would be good imo if the dev team re-add func_ladders tied to a brush rather than the hl2 way of making it.
The other way is to make a staircase that comes so little out of the wall you cant tell that you're going foward.
Kamikaze has done this on ff_xpress
o_stino
07-18-2005, 07:02 AM
i can only use func_useable ladder becouse i'm making the map in hl2 sp (so i don't have any mod specific textures (exepts my ownes) :D)
can someone tell me what type of ladders will be used in ff ?
and that staircase thing is good for little heights, not for such huge pipes
o_kam
07-18-2005, 07:15 AM
and eh, skyboxes are 1024*1024 :Dhardcore
Thought I remember something mentioning that they were using old style ladders and yeah I wouldnt recommend the invisible staircase method either :p
o_stino
07-18-2005, 07:20 AM
anyway here are some screenshots, to get half-way of the ladder you have to use jump, and to get up, just walk into the func_useable ladder :D
so its working, but i rather see a func_ladder :p
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0048.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0049.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0050.jpg
o_kam
07-18-2005, 07:22 AM
Oh and you can jump off new ladders plus place dismount points half way up...
And remember, maps like dustbowl and uno will most likely have new official ff textures made for them so there might be something suitable when ff is released.
edit: ohsnap~ looks better!
o_etzell
07-18-2005, 05:02 PM
Make the upper ledges NOT a grating, just a lip like in the original. So it leaves little room for error AND the possibilty to be rocketed down.
o_elvis2049
07-18-2005, 07:51 PM
ugly red colour imo :x
just feels inatural...
the art looks good tho :P
o_valk
07-19-2005, 03:03 AM
100% improvement
wouldnt change a thing on that part of the map
o_leetard
07-19-2005, 03:15 AM
If I see it right, there was a bridge with some ropes back on the other page... question for you...
Is is a physical rope bridge, or is it just some brushes/models?
Also, as far as the skybox goes, I think how its viewed depends on the cameras angle in the skybox? Im not a master, as am atter of fact ive only read tutorials and seen videos, but havent played with it myself.
I think a physical rope bridge would be neat. Not a real loose one so it moves around a lot, but a tight one that moves just a little when theres explosions and stuff, heres and awesome video tutorial to show you how to play with the entities. Check it out guys.
http://halflife2.filefront.com/file/Hammer_Rope_Bridge_Video_Tutorial;34029
o_etzell
07-19-2005, 03:56 AM
Maybe those could be around the canyon area.
o_stino
07-19-2005, 06:15 AM
Make the upper ledges NOT a grating, just a lip like in the original. So it leaves little room for error AND the possibilty to be rocketed down.
IF the func_ladder doesn't come back, it has to be that width or else you can't get on it with the func_useableladder :(
but ok, untill release i will change it.
If I see it right, there was a bridge with some ropes back on the other page... question for you...
Is is a physical rope bridge, or is it just some brushes/models?
Also, as far as the skybox goes, I think how its viewed depends on the cameras angle in the skybox? Im not a master, as am atter of fact ive only read tutorials and seen videos, but havent played with it myself.
I think a physical rope bridge would be neat. Not a real loose one so it moves around a lot, but a tight one that moves just a little when theres explosions and stuff, heres and awesome video tutorial to show you how to play with the entities. Check it out guys.
with some phys_lengthconstraint's and phys_spring's, i should be able to do that, but maybe you don't know that when you run over physical simulated elements in multiplayer you will shock a lot :p
and if i use func_physics_multiplayer, ... , you whould bounce away from the bridge :D
100% improvement
wouldnt change a thing on that part of the map
what part?
o_valk
07-19-2005, 07:14 AM
the silo part
outside still needs work, mainly the canyon walls
o_stino
07-19-2005, 08:49 AM
omfg, i hate it when hammer crashes, he says he used to much memory, but i'm only half-way :s
o_fryguy
07-19-2005, 09:06 AM
anyway here are some screenshots, to get half-way of the ladder you have to use jump, and to get up, just walk into the func_useable ladder :D
so its working, but i rather see a func_ladder :p
They are func_ladders in FF.
o_stino
07-19-2005, 09:11 AM
oh, no problems any more :D
i'm going to convert all my ladders to func_ladders as soon as i can leave hl2sp :D
o_imbrifer
07-19-2005, 02:55 PM
I love you, FryGuy.
o_stino
07-20-2005, 06:31 AM
Some new screens:
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0051.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0052.jpg
this is a bit dark, but current compile contains lights in this hallway :D
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0053.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0054.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0055.jpg
o_drtom
07-20-2005, 06:44 AM
dont overdo the grass, especially in that main canyon bit, looks a bit silly! but other than that it looks very good!
o_stino
07-20-2005, 07:09 AM
dont overdo the grass, especially in that main canyon bit, looks a bit silly! but other than that it looks very good!
thats the problem with grass
its pre set :D
if you know a %detailtype with grass that would fit the map :d
o_valk
07-20-2005, 08:23 AM
id remove it completely from the bottom of the canyon and add puddles of water here and there very sparingly
o_kam
07-20-2005, 09:00 AM
get rid of the tree tbh
lol no water, unless you make an easter egg kinda thing of an oasis :p
o_jerm
07-20-2005, 09:04 AM
why no water kam?
Most canyons (AFAIIIIK) have a river at the bottom of them, this is how they are created
o_kam
07-20-2005, 09:17 AM
Well if you look at the original, it looks too dry to have water tbh!
Yes deserts have water, but not everywhere~
That and it'd look out of place imo
edit: actually I really don't care, badlands is a shit map rofl
o_valk
07-20-2005, 09:17 AM
^
and its dried out hence puddles
mervaka
07-20-2005, 10:07 AM
although in the original badlands it comes to an abrupt stop at the far side of each base lol
but ya, definitely have some water at the bottom of the pipes too (in the bottom of the canyon leading to midmap canyon area)
edit: actually I really don't care, badlands is a shit map rofl
badlands is awesome, the only let down is the excessively large midmap (but its nice to conc around anyway :mrgreen:)
o_someoldguy
07-20-2005, 12:30 PM
I'd also concur that you should use the grass sparingly... just here and there like a "real" desert. I like the tree for the ambience (just my opinion), but can you walk thru those bushes? If not, I'd suggest to get rid of them, as that's an unneeded impediment to movement in that area. Maybe if you removed the grass there and just left the bushes it might not be so "busy" looking"
Are the stairs the one in the spawn? If so, I'm not particularly fond of the wall blocking the jump down to the lower floor... I'd say leave it open like the original. If not, I'm totally lost as to where those stairs are... ???
If anything, I'm partial to the don't add stuff just to add stuff everywhere... a little bit of entity additions here and there make for nice eye-candy. When there are lots of "things", it takes your eye away from the gameplay.
All that being said... nice work so far!!!
o_stino
07-20-2005, 02:47 PM
I'd also concur that you should use the grass sparingly... just here and there like a "real" desert. I like the tree for the ambience (just my opinion), but can you walk thru those bushes? If not, I'd suggest to get rid of them, as that's an unneeded impediment to movement in that area. Maybe if you removed the grass there and just left the bushes it might not be so "busy" looking"
Are the stairs the one in the spawn? If so, I'm not particularly fond of the wall blocking the jump down to the lower floor... I'd say leave it open like the original. If not, I'm totally lost as to where those stairs are... ???
If anything, I'm partial to the don't add stuff just to add stuff everywhere... a little bit of entity additions here and there make for nice eye-candy. When there are lots of "things", it takes your eye away from the gameplay.
All that being said... nice work so far!!!
don't really know what you mean with the stairs
if you jump from the little brige you will get down
if you mean i should lower/remove the cilinder with the logo in the middle , ok than i know what you mean :D
the gras i've used was idd tho thight, but i have found another detailtype :D
o_stino
07-20-2005, 02:48 PM
id remove it completely from the bottom of the canyon and add puddles of water here and there very sparingly
1. water in a badlands canyon?
2. water isn't cheap !
although in the original badlands it comes to an abrupt stop at the far side of each base lol
but ya, definitely have some water at the bottom of the pipes too (in the bottom of the canyon leading to midmap canyon area)
where do you want water? in those pipes with the flag ?
don't think so, it's an expensive area :D
water will be visible while in the hottest part of the battle, so that wil cause an huge fps drop :s
why no water kam?
Most canyons (AFAIIIIK) have a river at the bottom of them, this is how they are created
yes, that is how they are created, but ...
water and sun :D
its really hot in the badlands so that water won't stay there verry long :D
and id doesn't rain there every day like here :p.
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0056.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0057.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0058.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0059.jpg
o_imbrifer
07-20-2005, 03:01 PM
Actually, some deserts have lots of vegetation.. I went hiking in southern texas and there were grassy-type things everywhere...
But as for grass in this map: I'd suggest either changing the sand texture to fit the grasses more, or only put grasses in a very few places.
The corner stairs you posted look good, but are they a pain-in-the-ass to climb? I could see someone trying to run up the right side and basically hitting a wall, or running up unrealistically fast...
All in all, you're definitely putting it together. I'd consider doing some more unique indoor brushwork on hallways and such, but I must say that I can't wait to see what it'll look like when the FF team releases its textures...
o_catzeyes93
07-20-2005, 03:08 PM
I love your work.. it looks fantabulous! No suggestions here, but then again I am normally easy to please!
o_someoldguy
07-20-2005, 03:19 PM
I'd also concur that you should use the grass sparingly... just here and there like a "real" desert. I like the tree for the ambience (just my opinion), but can you walk thru those bushes? If not, I'd suggest to get rid of them, as that's an unneeded impediment to movement in that area. Maybe if you removed the grass there and just left the bushes it might not be so "busy" looking"
Are the stairs the one in the spawn? If so, I'm not particularly fond of the wall blocking the jump down to the lower floor... I'd say leave it open like the original. If not, I'm totally lost as to where those stairs are... ???
If anything, I'm partial to the don't add stuff just to add stuff everywhere... a little bit of entity additions here and there make for nice eye-candy. When there are lots of "things", it takes your eye away from the gameplay.
All that being said... nice work so far!!!
don't really know what you mean with the stairs
if you jump from the little brige you will get down
if you mean i should lower/remove the cilinder with the logo in the middle , ok than i know what you mean :D
the gras i've used was idd tho thight, but i have found another detailtype :D
These are the stairs I meant:
Some new screens:
http://sgware.team-fos.com/mapinfo/ff_badlandsscrns/badlands_dusttxt0053.jpg
If I remember "correctly" (and there is a good chance I don't), the only "stairs' were the few steps in the side room by the main entrance, then the stairs around the big cylinder/pipe thingie (the orangish-red one you have for the lower entrance up to the entrance with the fan at the top) goin up to the upper level where you can drop down to the flag. Then there were the stairs in the spawn room, which go to the upper level and also where the cap point was and go in that same direction (to the right). The rest of the areas were all ramps.
Am I forgetting one? Or have you changed the layout somewhat? Maybe that's going up from the sniper's nest?
Anyway, what I meant was that if those stairs ^^^^^ were in the spawn, that wall IMO would cause "issues".
If it's not there, then just ignore the comments from this old fart! :)
o_stino
07-20-2005, 03:24 PM
I'd also concur that you should use the grass sparingly... just here and there like a "real" desert. I like the tree for the ambience (just my opinion), but can you walk thru those bushes? If not, I'd suggest to get rid of them, as that's an unneeded impediment to movement in that area. Maybe if you removed the grass there and just left the bushes it might not be so "busy" looking"
Are the stairs the one in the spawn? If so, I'm not particularly fond of the wall blocking the jump down to the lower floor... I'd say leave it open like the original. If not, I'm totally lost as to where those stairs are... ???
If anything, I'm partial to the don't add stuff just to add stuff everywhere... a little bit of entity additions here and there make for nice eye-candy. When there are lots of "things", it takes your eye away from the gameplay.
All that being said... nice work so far!!!
don't really know what you mean with the stairs
if you jump from the little brige you will get down
if you mean i should lower/remove the cilinder with the logo in the middle , ok than i know what you mean :D
the gras i've used was idd tho thight, but i have found another detailtype :D
These are the stairs I meant:
Some new screens:
http://sgware.team-fos.com/mapinfo/ff_badlandsscrns/badlands_dusttxt0053.jpg
If I remember "correctly" (and there is a good chance I don't), the only "stairs' were the few steps in the side room by the main entrance, then the stairs around the big cylinder/pipe thingie (the orangish-red one you have for the lower entrance up to the entrance with the fan at the top) goin up to the upper level where you can drop down to the flag. Then there were the stairs in the spawn room, which go to the upper level and also where the cap point was and go in that same direction (to the right). The rest of the areas were all ramps.
Am I forgetting one? Or have you changed the layout somewhat? Maybe that's going up from the sniper's nest?
Anyway, what I meant was that if those stairs ^^^^^ were in the spawn, that wall IMO would cause "issues".
If it's not there, then just ignore the comments from this old fart! :)
ok i know what stairs you mean, but those stairs are the way to the sniper towers, not the spawn :s
in the original version it was just a slope :D
Actually, some deserts have lots of vegetation.. I went hiking in southern texas and there were grassy-type things everywhere...
But as for grass in this map: I'd suggest either changing the sand texture to fit the grasses more, or only put grasses in a very few places.
The corner stairs you posted look good, but are they a pain-in-the-ass to climb? I could see someone trying to run up the right side and basically hitting a wall, or running up unrealistically fast...
All in all, you're definitely putting it together. I'd consider doing some more unique indoor brushwork on hallways and such, but I must say that I can't wait to see what it'll look like when the FF team releases its textures...
ok, eh the stairs thing is quite right, you go a little fast when you go at the right side, so what do you suggest? make the place where te stairs equal to the upper level an but straight stairs to that plat?
---------------**OFF TOPIC**---------------------------------
does someone knows how high you can jump
stepsize= 18 units
jump = ?? units
croush-jump = ?? units
and no i don't want to know how high you can conc-jump :p
(its for the flag exit)
o_someoldguy
07-20-2005, 03:48 PM
ok i know what stairs you mean, but those stairs are the way to the sniper towers, not the spawn :s
in the original version it was just a slope :D
okay... works for me!
ok, eh the stairs thing is quite right, you go a little fast when you go at the right side, so what do you suggest? make the place where te stairs equal to the upper level an but straight stairs to that plat?
Would maybe curved stairs like the lower level going from the spawn room entrance to the upper level work to "solve" this issue?
o_stino
07-20-2005, 03:51 PM
ok i know what stairs you mean, but those stairs are the way to the sniper towers, not the spawn :s
in the original version it was just a slope :D
okay... works for me!
ok, eh the stairs thing is quite right, you go a little fast when you go at the right side, so what do you suggest? make the place where te stairs equal to the upper level an but straight stairs to that plat?
Would maybe curved stairs like the lower level going from the spawn room entrance to the upper level work to "solve" this issue?
it will defenitly solve it, but i should OR make the lower hallway smaller or i have to redo the structure around there (quite complex :p)
o_someoldguy
07-20-2005, 03:57 PM
Would maybe curved stairs like the lower level going from the spawn room entrance to the upper level work to "solve" this issue?
it will defenitly solve it, but i should OR make the lower hallway smaller or i have to redo the structure around there (quite complex :p)
I'm only a mapper-wannabe, so the big guns around here who are most assuredly experts would give you better input on that.
---------------**OFF TOPIC**---------------------------------
does someone knows how high you can jump
stepsize= 18 units
jump = ?? units
croush-jump = ?? units
and no i don't want to know how high you can conc-jump :p
(its for the flag exit)
One thing additional.... I'd highly suggest that the height of the flag exit platfrom to the floor in the side room be able to be rocket-jumped by the Pyro. Pyro's get no love for their r-jump "ability" in most maps! :wink:
One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
o_imbrifer
07-20-2005, 04:07 PM
I know one of the jump heights is 48. I think?
As for the stairs: Make the stairs come forward (towards the cameraman in the shot you made showing them) or cut into the room they go into. Other options are elevator, ramp or change the structure of the area to make stairs fit in more sexily :)
o_stino
07-20-2005, 04:12 PM
Would maybe curved stairs like the lower level going from the spawn room entrance to the upper level work to "solve" this issue?
it will defenitly solve it, but i should OR make the lower hallway smaller or i have to redo the structure around there (quite complex :p)
I'm only a mapper-wannabe, so the big guns around here who are most assuredly experts would give you better input on that.
---------------**OFF TOPIC**---------------------------------
does someone knows how high you can jump
stepsize= 18 units
jump = ?? units
croush-jump = ?? units
and no i don't want to know how high you can conc-jump :p
(its for the flag exit)
One thing additional.... I'd highly suggest that the height of the flag exit platfrom to the floor in the side room be able to be rocket-jumped by the Pyro. Pyro's get no love for their r-jump "ability" in most maps! :wink:
One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
eh, the ledges arent there but if you want i will add them :D
o_yohan1973
07-20-2005, 04:13 PM
You've got great skill man!
Good job with the map. I myself prefer your first texturing style. It's really nice. I'm sure that if you should deciding to change it...it would still be really nice though! You've got a got eye for this shyt!
o_someoldguy
07-20-2005, 04:25 PM
One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
eh, the ledges arent there but if you want i will add them :D
Well, they were "convenient" for jumping down from the upper level and getting little or no damage, as well as not getting the full effect of pipe-bomb damage when on that lower "ledge" when the flag was piped.
On D, I sometimes liked to "hide" on that upper ledge by crouching there, so you could be both a smaller "target" and also a little "surprise" for those coming up the circular stairs. :)
Note: they were very small so as not to effect the gameplay"
o_stino
07-20-2005, 05:01 PM
One other question... are the ledges in the Flag room pipe (at the level of the side-room exit and also the other just below the upper level entrance) still there?
eh, the ledges arent there but if you want i will add them :D
Well, they were "convenient" for jumping down from the upper level and getting little or no damage, as well as not getting the full effect of pipe-bomb damage when on that lower "ledge" when the flag was piped.
On D, I sometimes liked to "hide" on that upper ledge by crouching there, so you could be both a smaller "target" and also a little "surprise" for those coming up the circular stairs. :)
Note: they were very small so as not to effect the gameplay"
is the ledge lower than the entrance of the flag pipe?
or do you mean the 2 above the entrance (how do you get up there?)
how can you rocket jump with a pyro without burning your ass?
omg, picture 60 since the dust textures (there are about 20 of the pictures from before the dust textures :D)
http://sgware.team-fos.com/mapinfo/ff_badlandsscrns/badlands_dusttxt0060.jpg
o_etzell
07-20-2005, 05:28 PM
The 2 above need to be there. You can get there through concs, rockets, pipes, whatever... The ledge that's shortly below the lip of the pipe (over the exit) needs to be there as well.
o_stino
07-20-2005, 05:29 PM
The 2 above need to be there. You can get there through concs, rockets, pipes, whatever... The ledge that's shortly below the lip of the pipe (over the exit) needs to be there as well.
thx, i'll add the now :D
o_someoldguy
07-20-2005, 05:29 PM
is the ledge lower than the entrance of the flag pipe?
or do you mean the 2 above the entrance (how do you get up there?)
From the upper FR entrance, it was a small ledge (about the length of the opening???) you could drop onto from the opening. about waist height methinks.
From memory--- The one in the middle was at the same level as the floor of the platform that went into the side room (where the ladder exited from the bottom of the flag room/pipe). It ringed the lower area from the platform around the pipe and ending in the other side of the platform.
Then again, it could have been above the exit.... :lol:
You could actually drop down from the upper flag entrance on to that ledge and get little/no damage. If you landed on the flag room floor from that upper area, you took decent damage (don't recall how much -- help anyone?).
how can you rocket jump with a pyro without burning your ass?
Same as a soldier. Point down, and jump as you fire. It's just that in the original TFC version, the jump height was about a character shoulder height maximum (that's an approximation). You took a little damage, but no different than a soldier does when he/she r-jumps...
Granted, you could do napalm jumps and gren jumps as a pyro to get some decent height, but it would be nice to accomplish a few of those smaller jumps using his rocket.
My "hope" is that in FF the pyro can get a little higher so he/she can get to some of the "almost able to r-jump" places that he/she was unable to get in the TFC version.
*EDIT*
http://sgware.team-fos.com/mapinfo/ff_badlandsscrns/badlands_dusttxt0060.jpg
Is that the new staircase you have in mind from the sniper's nest?
VERY NICE!!!!!!!
o_stino
07-20-2005, 05:38 PM
thats indeed the stairs to the snipers nest :d
map information: (uncompiled :D)
solid: 2988
faces: 18231
point entities: 818 (wait untill official release :p with the ff entities this wil grow a lot)
SolidEntities: 199
Unique textures: 85
Texture memory: 54 MB!!!
o_demasu
07-20-2005, 06:34 PM
I love your work.. it looks fantabulous! No suggestions here, but then again I am normally easy to please!
o_stino
07-20-2005, 06:54 PM
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0061.jpg
ledges :D
mervaka
07-20-2005, 07:10 PM
can ya round those off with subdivided displacement faces? :x
o_elvis2049
07-20-2005, 07:14 PM
still dont like the red color.. :cry:
o_broodingdude
07-20-2005, 07:40 PM
/off topic
elvis... your avatar is distracting... in a good way.
/on topic
I think you are doing a wonderful job on one of my personal favorite maps. Keep it up brah.
o_kam
07-20-2005, 08:44 PM
Top ledges look a little thick tbh ;x
Also have you done the flag exit bit yet? Wondering about making little rampish things somewhere in that area that you can use to trimp up there and into the fr (but a really hard trimp to pull off).
I'm pretty sure pyro could IC jump up it in the tfc version SomeOldGuy.
o_someoldguy
07-20-2005, 09:05 PM
Yup, pyro's could IC jump there. I just want to insure that the height in the new version still accomodates it...
:)
o_shaggy
07-20-2005, 09:12 PM
I'd like to point out SomeOldGuy that the pyro is going to get a total revamp. There is a chance he will be able to ic jump higher then before. Just a useless thought from yours truly :P
o_the phenom
07-20-2005, 09:35 PM
Good improvements.
Just keep those canyons tall and dusty.
And put a nice clear blue sky in there, like in the TFC version!
o_stino
07-21-2005, 06:11 AM
Top ledges look a little thick tbh ;x
Also have you done the flag exit bit yet? Wondering about making little rampish things somewhere in that area that you can use to trimp up there and into the fr (but a really hard trimp to pull off).
I'm pretty sure pyro could IC jump up it in the tfc version SomeOldGuy.
the flag exit is not exacltly the same :s
can ya round those off with subdivided displacement faces? :x
?? no?
why whould you want to have round ledges?
i have an env_sun, but when i am in-game the sun doen't show up, when i go out of the world (with noclip) i can see the sun and no sky
its like the sun appears afther the sky :s
ok, fixed that, it was caused by bad skybox vtf's :D, i've openedand resaved them with photoshop :D
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0062.jpg
someone wanted water?
here it is, unter the grate, but its not deep enough to see it.
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0063.jpg
http://sgware.team-fos.com/mapinfo/ff_badlandsscrns/badlands_dusttxt0064.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0065.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/badlands_dusttxt0066.jpg
o_osiris
07-21-2005, 12:23 PM
I dont think you realise how much this map has improved. :shock:
o_stino
07-21-2005, 12:24 PM
I dont think you realise how much this map has improved. :shock:
i still don't like the indoor :D
btw, the map is 15.5 MB!!
o_catzeyes93
07-21-2005, 02:19 PM
I really REALLY love the 'dusk' feel to it.
o_demasu
07-21-2005, 04:36 PM
:shock: I love it! Keep up the good work man.
mervaka
07-21-2005, 04:41 PM
ya, its rather nice :D
o_etzell
07-21-2005, 08:46 PM
What is the 3rd picture of?
o_cybertrip
07-21-2005, 09:40 PM
i was wondering the same thing
o_geokill----->
07-21-2005, 09:49 PM
I think it's the flag room exit
o_etzell
07-21-2005, 09:49 PM
If it is the flag room exit, it'll be more of a choke point than the first one was.
o_drtom
07-21-2005, 10:06 PM
its good though, youve gotta be punished for missing your conc :P
o_etzell
07-21-2005, 11:29 PM
Unless you're playing a concless class, like a spy. Then what? HUH?!
o_ramzet
07-21-2005, 11:47 PM
nade jump as spy if you want get out
i hate what you did with the hallways, as if the pit and huge yard werent enough of a capping deterrent
its rediculous, a demo already rules this map, now you are making the only way for the o to escape harder....SOMEONE PLAYS DEFENSE
its already annoying as fuck if they got two sgs there and a demo or two piping it
any demo/solly/hw can rule that hallway and thatsn ot how it should be
mervaka
07-21-2005, 11:49 PM
as constructive as that criticism is, you sound more offensive than an imperialist jap
o_ramzet
07-22-2005, 12:47 AM
i wouldnt be talking, your map needs ALOT of work too
i appreciate the racism but i just dont want to see a good map go bad which is what is happening, adding/removing hallways only ruins it and makes so many more people not want to play it
we all had an ice discusion in the tfc gather channel about how alot of these maps are gonig to make ff horrible because of what some of them are doing to the maps
fix it
o_imbrifer
07-22-2005, 01:02 AM
Looking great, stino. Like people have said, you have improved tremendously. Keep up the great work!
The suggestions I have are consider rounding parts of the hallway in the second shot - either the vertical corners or something.. it seems very squareish. For the third shot I'd suggest putting a border around the entrance to the crawlspacey thing. It looks like you already have the brush for it, just put a trim/truss texture on it and spin the textures till it looks like a tasty round border.
Consider doing something with the floor in the last shot. Maybe make it a displacement if it's dirt, or give it borders or something if it's not.
Rock on, comrade
o_stino
07-22-2005, 07:48 AM
Looking great, stino. Like people have said, you have improved tremendously. Keep up the great work!
The suggestions I have are consider rounding parts of the hallway in the second shot - either the vertical corners or something.. it seems very squareish. For the third shot I'd suggest putting a border around the entrance to the crawlspacey thing. It looks like you already have the brush for it, just put a trim/truss texture on it and spin the textures till it looks like a tasty round border.
Consider doing something with the floor in the last shot. Maybe make it a displacement if it's dirt, or give it borders or something if it's not.
Rock on, comrade
now thats usefull comment :D thx :P
o_fresh
07-22-2005, 08:18 AM
i dont know if its already been said stino, however the map is very very brilliant theres only one thing i can possible see that looks odd, basically its the line where the light soil meets the dark edges of the drop infront of the base. Think its need blending.
o_stino
07-22-2005, 09:17 AM
i dont know if its already been said stino, however the map is very very brilliant theres only one thing i can possible see that looks odd, basically its the line where the light soil meets the dark edges of the drop infront of the base. Think its need blending.
eh, the blending between the rock and sand textures outdoor doesn't work becouse fo stupid cubemaps :D
i can't scale the rock texture to bee bigger than te sandtexture, so if i keep the blend at 0.25 it will look to repetetive for the rock but it will look excelent for the sand, but if i do scale 1 it will look good for the rocks but the sand won't look good, there is a way to transform one of the both textures in the vmt but for some reason that doesn't work
"WorldVertexTransition"
{
"$baseTexture" "badlands/rockwall01"
"$basetexture2" "badlands/groundsand03a"
"$bumpmap" "badlands/rockwall01_normal"
"$surfaceprop" "concrete"
"%keywords" "badlands"
"$basetexturetransform" "center 1 1 scale 1 1 rotate 0 translate 0 0"
"$basetexturetransform2" "center 1 1 scale 0.25 0.25 rotate 0 translate 0 0"
}
there is no $bumbmap2 becouse that would look even uglyer :d if its streched, i will add it when i've fixed the problem :D
and the black line just under the ceiling is caused by the bad team texture.
that will be fixed when the official textures are released
Q: what is the 3rd picture
A: I'ts the flag exit
my Question: what is a choke point ?
o_ramzet
07-22-2005, 01:45 PM
you ignore my posts and dont fix anything, if you mess this map up bad enough i will redo it
o_player
07-22-2005, 02:51 PM
There is nothing wrong with the map ffs.
mervaka
07-22-2005, 02:53 PM
ramzet: shut your offensive piehole, hes doing a good job, better than most (myself included) could do
o_ramzet
07-22-2005, 02:57 PM
fine if you want to see a great map go to waste whatever
go work on your map it needs it
mervaka
07-22-2005, 03:00 PM
wasnt the point. i was saying theres NO NEED to get offensive about someone making a map. its a map for fuck sake, not some pot of gold that hes taken that you want
o_ramzet
07-22-2005, 03:04 PM
i guess you want the maps in the mod to look like crap then, i may seem offensive but im helping more than you guys
you all kiss his ass and tell him everything looks perfect and nothing is wrong with it
he changes a corridor thats is needed for offense to cap and no one sees a problem with the gameplay issues?
constructive critism is the best kind, it aint helping anyone saying "nice job!" when there are blatant errors
mervaka
07-22-2005, 03:08 PM
my feedback is more of encouragment than criticism, i agree, but ive not once heard you say anything along the lines of "its nice but...." its always been "YUO SUX ITS ALL WRONG"
o_ramzet
07-22-2005, 03:12 PM
you*
sucks*
and plus, im not going to lie, it doesnt look that good so im not going to lie to him and say it looks great so he continues failing at things such as lighting correctly
mervaka
07-22-2005, 03:24 PM
telling him he sucks doesnt really do people favours, or the community for that.
and anyway, youre the only person to say so, so the majority cant be wrong
o_shadow34721
07-22-2005, 03:27 PM
Ramzet does have a point.
It is nice and fun to bring a refreshed visual style to a map, but failure to realize certain repercussions in gameplay design is a serious oversight. A map can look as beautiful as you want, however no one will play a map with bad gameplay. This is why gameplay should be first and foremost in all map design. Not to say visuals aren't important, they are the means necessary to 'market' your map, you just have to remember gameplay comes first, then vis, then appearance. Let your priorities get out of hand, and your map is doomed to failure. (generally)
And agree with him on this point, adding a choke point at the exit of the fr is only asking for trouble in both organized clan games and pub games on this map. It would be advantageous to seriously reconsider this change in gameplay since it has the potential to not only affect the map's flow in a negative way, but to in doing so, turn off many fans of this map and tfc in general.
o_darknight
07-22-2005, 03:31 PM
Dont just say his lighting sucks then. Tell him how he can fix or give him a link to a site which will help him get done what he needs.
Mervaka, he does have a point. He is remaking one of my fave maps in TFC. I want it to be top class, such as the standard as the FF dev team. I don't have the mapping experience to say how to make it better but there are others that can do though, so please do so!
However, that respawn room looks absolute quality, man! :)
o_ramzet
07-22-2005, 03:31 PM
do you guys even play tfc?
ever heard of #tfc.gather.us
everyone there disagrees with most of the non dev maps in every way, saying they are all ruining them
they are the ones that paly matches upon matches while the rest of you just pub
i know people that dont post on here because of how much they hate what everyone is doing
congrats you appeal to the pubbers of tfc but not to 99% of the clanners (and by clanners i mean anyone that is in STA or TFL, not clans like the the 2fort kings)
add some more lighting and a cube map in the area where you think the skybox is causing the problem (with the green and blue shadows) only time that ever happens is when you get improper lighting
mervaka
07-22-2005, 03:33 PM
i dont have a problem with what hes saying, just how hes conveying his message. im all for constructive criticism, but ffs keep it friendly and non offensive.
saying the map sucks achieves nothing but demoralisation for the mapper
o_etzell
07-22-2005, 04:55 PM
i guess you want the maps in the mod to look like crap then, i may seem offensive but im helping more than you guys
you all kiss his ass and tell him everything looks perfect and nothing is wrong with it
he changes a corridor thats is needed for offense to cap and no one sees a problem with the gameplay issues?
constructive critism is the best kind, it aint helping anyone saying "nice job!" when there are blatant errors
Don't lump everyone in one group. I know I've mentioned that the cap exit is completely wrong.
As for you, Stino:
A choke point is a hallway or other tight place where the defense can get a stranglehold on the map. Like the spawn points on dustbowl.
If you don't change the cap exit, there will be even LESS capping on badlands than there is now. That's not a good thing, for the record. It's hard to get into the pit, it's hard to get up that ladder with the flag, it's hard to get OUT of the pit, and now it's hard to get out of the room after the pit. Don't do that. Not good.
o_ginger lord
07-22-2005, 05:22 PM
everyone there disagrees with most of the non dev maps in every way, saying they are all ruining them
Post in the Epicentre thread and tell me whats with wrong, I like constructive criticism.
o_catzeyes93
07-22-2005, 05:23 PM
On some of these pictures it is hard to know what or where they are, so perhaps some of us are not able to offer clear feedback cuz we are not realizing what we are looking at.
When you post the picture, could you maybe by chance include an old screenshot / thumbnail in the corner so some of us idiots can visualize what we are looking at? Example: http://www.fortress-forever.com/?a=media&id=ff_crossover_3
o_azlan
07-22-2005, 05:59 PM
Regarding #tfc.gather.us people, you must also realize that all of those people are judging based on screenshots. Until they actually get into the game and play using the Fortress Forever mod, there really is no way to determine how it will play. My guess is FF will be slightly different from TFC, in many different ways.
o_ramzet
07-22-2005, 06:11 PM
everyone there disagrees with most of the non dev maps in every way, saying they are all ruining them
Post in the Epicentre thread and tell me whats with wrong, I like constructive criticism.
i like your map :P
o_stino
07-22-2005, 06:15 PM
just say whats wrong, if you say it sucks, than i don't know whats wrong !
o_ramzet
07-22-2005, 06:18 PM
I HAVE POSTED 3498057340985734095873409583470953 TIMES SAYING WHAT IS WRONG YET YOU DISREGARD EVERY SINGLE ONE
kthxcruisemissles
o_stino
07-22-2005, 06:19 PM
i guess you want the maps in the mod to look like crap then, i may seem offensive but im helping more than you guys
you all kiss his ass and tell him everything looks perfect and nothing is wrong with it
he changes a corridor thats is needed for offense to cap and no one sees a problem with the gameplay issues?
constructive critism is the best kind, it aint helping anyone saying "nice job!" when there are blatant errors
Don't lump everyone in one group. I know I've mentioned that the cap exit is completely wrong.
As for you, Stino:
A choke point is a hallway or other tight place where the defense can get a stranglehold on the map. Like the spawn points on dustbowl.
If you don't change the cap exit, there will be even LESS capping on badlands than there is now. That's not a good thing, for the record. It's hard to get into the pit, it's hard to get up that ladder with the flag, it's hard to get OUT of the pit, and now it's hard to get out of the room after the pit. Don't do that. Not good.
its not hard, its easyer they cant stand on the right side of the exit , becouse thats solid wall, only at the left side, so you see your targets.
so , with sentrys, they can only stand in font of you, not behind AND in front :D
I HAVE POSTED 3498057340985734095873409583470953 TIMES SAYING WHAT IS WRONG YET YOU DISREGARD EVERY SINGLE ONE
no, you have been saying that it sucks, and you have gone in discussion with mervaka :D
Regarding #tfc.gather.us people, you must also realize that all of those people are judging based on screenshots. Until they actually get into the game and play using the Fortress Forever mod, there really is no way to determine how it will play. My guess is FF will be slightly different from TFC, in many different ways.
thats true, i will probebly have to redo many things when the mod/sdk releases :D
like concs that don't work right, ....
sentrys that cant stand where they should, ........
ok, thumbnails coming :D
no they arent, if i take screenshots (snapshot command) in tfc it's black :s
o_ramzet
07-22-2005, 06:46 PM
not once did i say the word sucks, besides MAYBE when i talked about your textures in one area, nt.
o_shadow34721
07-22-2005, 06:47 PM
Stino...
So you're saying ramzet hasn't contributed any suggestions?
You all can attack him for being negative, but saying he isn't trying to help is just erroneous. I've highlighted all the legitimate suggestions he's made in bold. Enjoy.
Wow. Where to begin?
Ok, nice try. First of all, I'm not feeling any atmosphere here. The old hl1 cliff skybox isn't cutting it. Make a 3dskybox. Check out the mountians in the congestus thread. Do soemthing like that. Secondly, the whole map burns my eyes. Why did you make it so bright? After 30 minutes of playing this map, I would go blind. Please reconsider the ground texture.
As for the displacements... they seem too flat. Please tell me you just didn't just subdivide them and not do any geometry painting. Another problem with the cliffs is the texture scaling... wayyyyy to low. The tiling of the textures shouldn't be that appearant.
Thirdly, why do the bridges, the fd base region, and some of the cliffs look so understated? Are you sure they match up with the tfc ones? Especially the jutting cliff to the left of the front door. The whole map just looks... diminished.
Also, I was wondering what is going on in this screenshot. I've highlighted the region in question.
http://img34.imageshack.us/img34/3038/hax6ai.th.jpg
Your resup room is looking fantastic though.
why change the side of the ladder, its a few feet to the left orginally. the whole purpose of the ladder is to extend all the way up to the top where there is another area to stand (spies maybe?)
dont include any floor infront of the ladder as it wasnt there in the original as in the picture...
that texture (the black and yellow stripes) needs to change or be applied somewhere else...i mean where is it coming from? it doesnt fit
and by the way, this is whith EVERY map that isnt done by the FF people, with an exception or two BAD LIGHTING CAUSES THAT UGLY RAINBOW EFFECT, not a skybox
it happens from the saturation being incorrect, either too much or too little causes that to happen
oh and why is there a tree growing randomly out of the base?
your wall and floor don't line up in the fourth picture, blend it better or something
dont make your 3d skybox out of props, make it out of displacements
the bridge picture :/ your rocks dont match up. there is an evident line where they change
please fix this map
nade jump as spy if you want get out
i hate what you did with the hallways, as if the pit and huge yard werent enough of a capping deterrent
its rediculous, a demo already rules this map, now you are making the only way for the o to escape harder....SOMEONE PLAYS DEFENSE
its already annoying as fuck if they got two sgs there and a demo or two piping it
any demo/solly/hw can rule that hallway and thatsn ot how it should be
I would also like to add that many of the issues he brought up were soon after discussed and fixed.
mervaka
07-22-2005, 06:48 PM
im all for constructive criticism, but ffs keep it friendly and non offensive.
o_ramzet
07-22-2005, 06:51 PM
good defense i guess, makes sense
<3 shadow, someone else knows that they are talking about
o_groovyf
07-22-2005, 07:05 PM
ever heard of #tfc.gather.us
No.
everyone there disagrees with most of the non dev maps in every way, saying they are all ruining them
What point are you trying to make? That people in there have an opinion that matters more than people in other tfc-related IRC channels.
they are the ones that paly matches upon matches while the rest of you just pub
Come down off your ego-horse, my friend.
I think you'll find many many people here played or still play clanned TFC (and remember, there are more countries than the US)
o_ramzet
07-22-2005, 07:19 PM
<removed -- ~SOG~>
o_demasu
07-22-2005, 07:35 PM
http://img296.imageshack.us/img296/6294/thatsit9sn.jpg
Seriously, enough of this saying shit about other people/countries. Lets all just go back to saying what you think needs to be added/taken away from the map.
o_stino
07-22-2005, 07:36 PM
the last post of ramzet aren't that helpfull, the first yes, but that was ages ago :p
and no, o don't mind who says something, i only look at the content of the message :D
back on-topic now.
ok, i will change the exit to a bit more original like one
and something else, i will remake the total structure of the base afther the sdk is released, becouse the overview of my version doesn't match to well with the old one :p
o_ramzet
07-22-2005, 07:37 PM
<removed -- ~SOG~>
o_stino
07-22-2005, 07:39 PM
<removed ~SOG~>
o_demasu
07-22-2005, 07:40 PM
<removed ~SOG~>
Back on topic, I think that you are doing a very good job.(not the I, thus making it an opinion of mine therefore not fact.)
o_ramzet
07-22-2005, 07:46 PM
<removed ~SOG~>
stino, i looked back and also noticed on your bridge picture that you have those ugly rainbow effects, and no blending of the bridge and wall texture, blend textures together more
EDIT: i also noticed that MOST every suggesiton i have made (except for the 3d skybox) has been changed, so no one can say i have not helped
o_demasu
07-22-2005, 07:48 PM
<removed - ~SOG~>
o_someoldguy
07-22-2005, 07:54 PM
Stop it NOW, children.
I'm cleaning up this mess, if you need to get personal take it offline and off the forums.
This bickering is neither helpful nor acceptable. Please feel free to comment about the map, but don't start another round of personal attacks.
*sigh*
o_leetard
07-22-2005, 11:33 PM
Good call Old Guy.
Its really up to Stino how he wants to take the criticism.
Stino has plenty of time to adjust the layout and play with it.
I think when FF is actually released to the public we will be able to test it out, rather than go by screens. Who knows how different it may be actually playing it.
o_binarylife
07-23-2005, 01:41 AM
ok I'm late to the thread.
But, that said my ignornant mind says the following:
The map looks awsome. Very well done.
o_broodingdude
07-23-2005, 01:58 AM
#tfc.gather.us ...
huh....
Well, anyway, I likey!
Badlands has always had a special place in my heart.
Good Job and good luck.
o_valk
07-23-2005, 03:09 AM
ramzet i fucking love u dude, bout time someone came in here with an opinion like urs, ur a fucking champion
cogestus and epicenter have been successful so far, and thats evident. hang round here ramzet, wanna see more of ur posts ^_____________^
o_ramzet
07-23-2005, 03:25 AM
ramzet i fucking love u dude, bout time someone came in here with an opinion like urs, ur a fucking champion
cogestus and epicenter have been successful so far, and thats evident. hang round here ramzet, wanna see more of ur posts ^_____________^
make-out interweb party?!?!
thank god there is some one else willnig to speak out as well :P
o_shadow34721
07-23-2005, 03:26 AM
ramzet i fucking love u dude, bout time someone came in here with an opinion like urs, ur a fucking champion
cogestus and epicenter have been successful so far, and thats evident. hang round here ramzet, wanna see more of ur posts ^_____________^
make-out interweb party?!?!
Only if I'm invited.
o_etzell
07-23-2005, 04:42 AM
ramzet i fucking love u dude, bout time someone came in here with an opinion like urs, ur a fucking champion
cogestus and epicenter have been successful so far, and thats evident. hang round here ramzet, wanna see more of ur posts ^_____________^
make-out interweb party?!?!
thank god there is some one else willnig to speak out as well :P
Minus the fact that I've been discussing all of the same things that you have. I want to make-out too. :(
o_shadow34721
07-23-2005, 05:50 AM
http://img340.imageshack.us/img340/8767/untitled1bc.png
Sorry, no satanists allowed.
o_stino
07-23-2005, 09:13 AM
started layout remake, :D
red base status:
first floor+resup ready :D
(base geometry + textures + half lighting, no props)
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10000.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10001.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10002.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10003.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10004.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10005.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10006.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10007.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10008.jpg
http://193.138.204.186/~sgware/mapinfo/ff_badlandsscrns/ff_badlands_b10009.jpg
o_tennovan
07-23-2005, 04:40 PM
Absolutely love your work but for some reason, that tunnel just doesn't seem red. I'm wondering if its the sunlight of if you purposely want to use that color but it sticks out as orange to me.
Other than that, everything is looking gorgeous.
o_stino
07-23-2005, 05:00 PM
Absolutely love your work but for some reason, that tunnel just doesn't seem red. I'm wondering if its the sunlight of if you purposely want to use that color but it sticks out as orange to me.
Other than that, everything is looking gorgeous.
if you mean the wind tunnels, yes not the best red, but i it's a standard hl2 texture
o_etzell
07-23-2005, 05:19 PM
By thumbnails, Catz meant the spot that it corresponds to in TFC. IE, take a TFC screenie and put it (small) in the corner of your FF convert.
o_stino
07-23-2005, 05:20 PM
By thumbnails, Catz meant the spot that it corresponds to in TFC. IE, take a TFC screenie and put it (small) in the corner of your FF convert.
i know, but if i take tfc screens they appear as totaly black .bmp files in the tfc folder
o_etzell
07-23-2005, 05:21 PM
You could do it one-by-one by using the Print Screen/SysRq button on your keyboard, and then pasting it into Mspaint.
o_stino
07-23-2005, 06:00 PM
You could do it one-by-one by using the Print Screen/SysRq button on your keyboard, and then pasting it into Mspaint.
like the way i did it now, ,you should be able to find out where it is
o_dr zauis
07-23-2005, 07:12 PM
Looking real nice, cant wait to see it finished
o_kam
07-24-2005, 01:01 AM
i know, but if i take tfc screens they appear as totaly black .bmp files in the tfc folderDriver issue iirc
vBulletin® v3.8.7, Copyright ©2000-2024, vBulletin Solutions, Inc.