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Old 12-16-2006, 08:11 PM   #1
o_ian.de
 
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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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Old 12-16-2006, 08:13 PM   #2
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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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Old 12-16-2006, 08:16 PM   #3
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Downloading now. Nice.
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Old 12-16-2006, 08:16 PM   #4
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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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Old 12-17-2006, 11:49 AM   #5
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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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Old 12-17-2006, 05:30 PM   #6
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Wicked theme and layout. Very snazzy and pro.

Hope it plays well
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Old 12-17-2006, 06:29 PM   #7
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Im totally going to give this a look(dling). Those screens looks great.
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Old 12-17-2006, 06:42 PM   #8
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great map
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Old 12-22-2006, 06:47 AM   #9
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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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Old 12-22-2006, 07:16 AM   #10
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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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Old 12-22-2006, 07:33 AM   #11
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whoa, thats lookin good
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Old 12-22-2006, 08:16 AM   #12
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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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Old 12-22-2006, 10:57 AM   #13
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The materials could certainly use some normal maps, but the textures themselves look great.
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Old 12-22-2006, 11:07 AM   #14
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Quote:
Originally Posted by luminous
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
I think the map would lag with every surface normal mapped, unless the map maker is adept at vis blocking, on a select set of surfaces would be cool. In some places it does not make any difference but in others with a direct light source it looks amazing, with only diffuse light not so much.

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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Old 12-22-2006, 11:08 AM   #15
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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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Old 12-22-2006, 03:09 PM   #16
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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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Old 12-22-2006, 04:34 PM   #17
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Quote:
Originally Posted by ian.de
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.
HL2 is basically just total abuse of the engine to get the best possible result, you can usually get away with it as long as you stay in the brush limit and optimise well with solid visblocking.

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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Old 12-22-2006, 04:53 PM   #18
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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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Old 12-22-2006, 05:47 PM   #19
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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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Old 12-23-2006, 09:38 AM   #20
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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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