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02-05-2006, 06:10 PM | #1 |
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FF_Flexibility (Images Updated: 25/02/06-21:44)
Latest screenshots and news on last page. (Updated on: 24th Nov 2006 00:43)
Last edited by o_dr.flexyjerkov; 11-23-2006 at 11:43 PM. |
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02-05-2006, 06:27 PM | #2 |
Join Date: Jan 2005
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Why dont you post screenies when you later in development? What do you expect from us? We cant exactly give you criticism/ideas and whatnot with those pics...
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02-05-2006, 06:34 PM | #3 |
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dont expect any criticism/ideas yet i just done the post now so i can keep updating it as i go through, just like a journal/diary of the progress
Theres not exactly much to criticise at the moment anyway lol |
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02-05-2006, 06:45 PM | #4 |
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ok fair enough
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02-05-2006, 06:51 PM | #5 |
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Retired FF Staff
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Never played (or even heard of) the original.
This seems a little blocky. Granted you're still early on, just don't leave it that way and you should be fine. Good wide corridors and rooms. Need to see more, pretty much.
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02-05-2006, 09:34 PM | #6 |
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[edit] I reread your original post again and saw that you stated that it still looked like tfc and that it's in early development, so I guess this post of kind of moot, but I'm going to leave it anyway
I'm gonna come off as the stickler here and say it before anyone else does (and trust me, I pretty much hate every douchebag that says this, so I'm being pretty hypocritical): "it looks to much like half life [1]" The structure isn't bad, for a half-life engine map, but for half-life 2, it seems a bit repetitive and, as the poster above said, a bit blocky. Example: the walls in the ramproom and two flagroom shots are pretty much the same throughout the entire circumference/outline of the room. That said, for an original map (well I guess it's a remake--but you're the same author from the orginal), it looks to have a good design. Most of the community mappers that are making original maps seem to not really have a concept of integrating both offense and defense respectfully (ie, a mixture of both fairly easy defensive positions while at the same time allowing offense to be able to conc/move around). Although, I would turn the staircases into ramps. |
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02-05-2006, 10:48 PM | #7 |
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well being only in early development the walls are only a rough outline, so all shapes of the walls ar bound to change for example more curves and as you just stated, ramps instead of stairs, these will all change through the build of the map . thanks for the advice though, the more the better...
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02-06-2006, 06:55 AM | #8 |
Join Date: Dec 2004
Location: Melbourne
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yeah those ramps are gonna make you slide straight into the wall
fr looks too big/open/hwg&sgrape/concorsuicide |
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02-07-2006, 08:12 AM | #9 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Looks like a map.
What's the water in the FR do? It perhaps looks interesting... |
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02-07-2006, 04:03 PM | #10 |
Join Date: Dec 2005
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The first map was pretty good iirc! Had one of the bests games I've had in TFC on it...
This version : FR looks far to big mate, really huge? Make it smaller. Perhaps look for some newer textures as well.. I wouldn't worry about the "TOO LIKE HL1 LOLZ" comments, the majority of main stream TFC (hl1 engine LOL) maps are amazing, they only really need sprucing up with better textures/lighting and effects. |
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02-07-2006, 04:20 PM | #11 |
Join Date: Jun 2005
Location: Yorkshire
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Personally I'd make the stairs near (above) the RR ramps into ramps. Me no likey stairs, especially when they're choke points that are defended at the top by sollies.
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02-07-2006, 05:22 PM | #12 |
Join Date: Dec 2005
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my only complaint is that the flagroom looks so stylish but the rest doesnt. i love the dark granit circle on the celing and would love to see some of that throughout the map.
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02-08-2006, 12:08 AM | #13 |
Join Date: Jul 2005
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Made some changes to the ramp room area from the original, changes can be seen at:
http://flexy.tnradio.net images (2,3,4) In reply to Wunder, the flag room was a first attempt at decorating a room, when the map is finished the whole level will have a similar style to it as shown in the Ramp room in the latest images... |
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02-08-2006, 12:32 AM | #14 |
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Retired FF Staff
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Ramproom looks neat, albeit entirely different.
I notice the two holes in the ramproom with caution tape around them, what are those?
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02-08-2006, 07:47 AM | #15 |
Join Date: Jan 2005
Location: Sweden
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from what i remember this doesn't look like the flexibility_l map for tfc, guess it's not a conversion but looking pretty good so far.
edit: ok i read now that it will be different |
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02-08-2006, 09:48 AM | #16 |
Join Date: Jun 2005
Location: Brum.
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blocky?
for those who cant see very well this a fully fledged fortress map, everything about it to me STINKS of FORTRESS'NESS. |
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02-08-2006, 10:53 AM | #17 |
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i'm still working on the subject of blockyness
I am still keeping the basic layout of Flexibility but just rearanging the way things are placed in the map, such as the new ramp room design. The tape markings round the floor of the Ramp room lead to a window linking to the water passage under the floor the other is just random eye candy once its all finished lol |
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02-09-2006, 04:46 PM | #18 |
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More images added + First post text updated
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02-09-2006, 05:11 PM | #19 |
Join Date: Feb 2005
Location: United States
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There's not enough color variation with the textures. The gray concrete is overpowering. Why not get creative with some different textures? I was having the same problem with one of my maps and I discovered the "stone" textures and it worked wonders for diversifying my maps look.
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02-09-2006, 05:13 PM | #20 |
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not to worried about the textures at the moment, as they will all change once the fortress-forever textures are released.
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