12-16-2006, 08:11 PM | #1 |
Join Date: Jul 2006
Location: DE, USA
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ff_giza
So I recently decided to get back into TFC before the release of FF. And after a trip down nostalgia lane, looked up my old map websites and played around with the new hammer.
My first release, Giza, was my favorite map out of all the ones I worked on. However, due to the constraints of the HL1 engine Giza wasn't very server-friendly. Plus, I had to scale down the textures, etc. I would like to remake my baby on the Source Engine for Fortress-Forever. I will stick largely to my previous design except for the yard and bottom respawns. link to old map: http://editingarchive.com/view.php?ID=356 Basically the two bases are huge pyramids. I'm excited already. Let me know if somone has dibs on the pyramid theme. Will keep the post updated frequently now that I'm back from school. Main room (almost done): http://123pichosting.com/images/6623...a_mainroom.jpg http://123pichosting.com/images/5150..._mainroom2.jpg Upper Spawn (almost done): http://123pichosting.com/images/1814ff_giza_spawn.jpg Mid Level (done pretty much): http://123pichosting.com/images/6441..._upperspwn.jpg http://123pichosting.com/images/1509...a_midlevel.jpg Lower Lever outside Flag room (almost done): http://123pichosting.com/images/3346...a_lowerlvl.jpg Latest Update 12/23/06 5:22a.m. Top Elevator Shaft http://123pichosting.com/images/2949ff_gizaeleshaft.jpg Flag Room http://123pichosting.com/images/8944...aflagroom1.jpg http://123pichosting.com/images/4759...aflagroom2.jpg http://123pichosting.com/images/9233...aflagroom3.jpg Back Entrance to Flag Room http://123pichosting.com/images/2569ff_gizafrtoback.jpg Outside of Lower Spawn http://123pichosting.com/images/1090...lowerspawn.jpg Base Overview http://123pichosting.com/images/2881...aoverview1.jpg http://123pichosting.com/images/1939...aoverview2.jpg http://123pichosting.com/images/9116ff_giza10000.jpg Last edited by o_ian.de; 12-23-2006 at 09:35 AM. |
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12-16-2006, 08:13 PM | #2 |
Join Date: Dec 2005
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Woah that looks amazing for HL1. You should totalyl stick to the layout and theme it looks ace.
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12-16-2006, 08:16 PM | #3 |
Useless
Retired FF Staff
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Downloading now. Nice.
__________________
Look at all those dead links. |
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12-16-2006, 08:16 PM | #4 |
Join Date: Jul 2006
Location: DE, USA
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Yea I worked really hard on that map and it came out exceptionally well for my first project.. man I must've been 15-16 when I made it haha.
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12-17-2006, 11:49 AM | #5 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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i love the concept, and with a bit of HL2 style texturing and lighting, that'll look immense! do it!
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12-17-2006, 05:30 PM | #6 |
Join Date: Nov 2005
Location: Calgary, Canada eh?
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Wicked theme and layout. Very snazzy and pro.
Hope it plays well |
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12-17-2006, 06:29 PM | #7 |
Join Date: Dec 2005
Location: Detroit, MI
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Im totally going to give this a look(dling). Those screens looks great.
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12-17-2006, 06:42 PM | #8 |
Join Date: Dec 2005
Location: Detroit, MI
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great map
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12-22-2006, 06:47 AM | #9 |
Join Date: Jul 2006
Location: DE, USA
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I've been churning away for the past three days, this is what I've got so far.
Main room (almost done): http://123pichosting.com/images/6623...a_mainroom.jpg http://123pichosting.com/images/5150..._mainroom2.jpg Upper Spawn (almost done): http://123pichosting.com/images/1814ff_giza_spawn.jpg Mid Level (done pretty much): http://123pichosting.com/images/6441..._upperspwn.jpg http://123pichosting.com/images/1509...a_midlevel.jpg Lower Lever outside Flag room (almost done): http://123pichosting.com/images/3346...a_lowerlvl.jpg I'm wondering how bright it is for everyone else, my monitor is strange and has three different brightness settings.. so what may be fine for me may be dark for others. But I supposed with feedback later on I can just adjust lighting either way. Ill have one base done by this weekend I hope |
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12-22-2006, 07:16 AM | #10 |
Join Date: Dec 2005
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Holy crap dood. You have made lots of progress! Quick too! Nicely done!
Only if I could gather enough initiative to recreate my favorite map. |
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12-22-2006, 07:33 AM | #11 |
Join Date: Dec 2006
Location: Uranus
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whoa, thats lookin good
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12-22-2006, 08:16 AM | #12 |
Join Date: Jun 2005
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is the texture for the big brick walls normal mapped? it would suit it imo if it was, would add another dimension to them. atm i think it looks abit flat etc, it doesnt look all that different to the original tfc version, which is under using the potential of the hl2 engine
still looking good though |
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12-22-2006, 10:57 AM | #13 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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The materials could certainly use some normal maps, but the textures themselves look great.
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12-22-2006, 11:07 AM | #14 | |
Join Date: Jun 2005
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Quote:
A few things which come to mind: Make sure there are lots of good sentry gun positions Break up some of the flooring in some areas have a sand floor with occasional tiles scattered around. After all its ~4000 years old its not all going to be pristine. The same goes for the ceiling you can break that up its nice to see the outside world it does feel a little enclosed and claustrophobic, more windows would achieve this too. add light-beams and dust-motes etc which add some eye candy theres a lot you can do with this go mad! |
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12-22-2006, 11:08 AM | #15 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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ya, it has a sort of 'unreal' feel to it (if you know what i mean)
looking nice man |
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12-22-2006, 03:09 PM | #16 |
Join Date: Jul 2006
Location: DE, USA
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I'm unfamiliar with "normal maps", I'll look it up. I haven't done any entity work or anything like that, just trying to get the shell done.
Thanks for the suggestions, I think I'm still mapping with HL1 r_speeds in mind lol. Keep em coming. |
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12-22-2006, 04:34 PM | #17 | |
Join Date: Jun 2005
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Quote:
EDIT: Aswell as holes in the ceiling and walls to allow light to flood in, you may want to vary the ceiling heights to avoid the flat ceiling syndrome |
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12-22-2006, 04:53 PM | #18 |
Join Date: Jul 2006
Location: DE, USA
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Most of the map is underground, the main room is the only part that is above ground. I initially wanted that underground tomb feel. With that in mind, I'm not sure how to implement believable light rays form ceilings/walls.
I'm learning how to work with normal mapping/bump mapping, thanks for the suggestion. |
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12-22-2006, 05:47 PM | #19 |
Join Date: Jul 2006
Location: Austin, Texas
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do cracks in the ceiling, that has light coming through from the above world, nothing big though.
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12-23-2006, 09:38 AM | #20 |
Join Date: Jul 2006
Location: DE, USA
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New updated screenshots in first post.
First base brush-work is pretty much done. Now on to yard and then entity and bump-mapping (if I still have the patience ) flag room so far Last edited by o_ian.de; 12-23-2006 at 09:44 AM. |
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