07-25-2006, 10:35 AM | #181 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
Like all my maps it will be a night time level. I want to make the bridge stylish but i cant think how. Maybe with lighting effects and ill work on the blockyness of the bridge as it looks too square at the moment...
I might add ropes to the bridge... Displacement pipes?.... would take forever to do.. |
|
07-25-2006, 10:55 AM | #182 | |
Join Date: Apr 2005
Location: Ireland
Posts Rated Helpful 0 Times
|
Quote:
Maybe not more stylish, but at least more interesting. |
|
|
07-25-2006, 04:55 PM | #183 |
Join Date: Mar 2005
Location: California
Posts Rated Helpful 0 Times
|
Displacement pipes take 2 minutes max (textured). Once you have made one, you can just copy paste them and use them in other parts of the map. I do not use this method but it might help you:
http://www.interlopers.net/forum/vie...lacement+pipes |
|
07-25-2006, 05:09 PM | #184 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
|
err a model would be just as cheap (or close enough) to render and look 8758x better
|
|
07-25-2006, 05:31 PM | #185 |
Join Date: Mar 2005
Location: California
Posts Rated Helpful 0 Times
|
A model would limit one as to how big he/she wants his/her pipe. It would be more painful to connect models instead of using a displacement pipe. And no, a model does not look better, they are very similar in fact.
edit: they are also so much easier to control Last edited by o_alligator; 07-25-2006 at 05:51 PM. |
|
07-25-2006, 10:12 PM | #186 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
Naw I'm definitely with kam. Model pipes have all sorts of cool brackets and pipe sets and t-joints and all that.
|
|
08-15-2006, 09:00 AM | #187 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
No i have not vanished...
I have been on holiday the past 2 weeks and will continue building ff_flexibility very soon... Still working on lasers in mid map but still cant figure the damn things out... They seem to crash map on load... Will upload screenshots soon... Coming soon (Flagroom screenshots)! |
|
08-17-2006, 02:35 AM | #188 |
Join Date: Jun 2006
Posts Rated Helpful 0 Times
|
looks very Industrial - me likey
|
|
08-18-2006, 11:18 AM | #189 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
Made some significant changes to the map. The map is now going to look as if its inside a canyon of some sort as at the top of the walls will be cliff faces and other fancy stuff. The bridge layout has changed once again...
Removed the original ramp onto the bridge and replaced with steps. Other changes to come soon... |
|
08-18-2006, 11:44 AM | #190 |
Join Date: Dec 2005
Posts Rated Helpful 0 Times
|
You got pics? The first page refers to your webby but no link D:
|
|
08-18-2006, 01:50 PM | #191 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
if you look at the page before there are pictures on there but the map has changed so much since those pictures and i will be updating my site with new pictures as soon as i get time...
|
|
08-22-2006, 11:21 PM | #192 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
New screenshot of outside and inside... (YES its changed again)
|
|
08-23-2006, 11:15 AM | #193 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
The map has really changed from one of the original screenshots shown below:
|
|
08-23-2006, 11:42 AM | #194 |
Join Date: Jun 2006
Posts Rated Helpful 0 Times
|
Lookin better and better. Only thing I would like to see is the ramp room be brighter.
|
|
08-23-2006, 01:01 PM | #195 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
Well the lighting will come towards then end. I may have it a day time map with the lights still on to give it more lightyness
Still working on design in ramp room... May add big team logo on ceiling behind some glass or something... |
|
08-23-2006, 08:52 PM | #196 | |
Join Date: Dec 2005
Posts Rated Helpful 0 Times
|
Looks really good now, i like the outside, i think the night setting is cool with those lights. You should go nuts on the RR ceiling, should look good when youve done more detail and lighting in there.
Quote:
|
|
|
08-23-2006, 10:52 PM | #197 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
More progressive screenshots of the ramp room:
Image1: Image2: |
|
08-24-2006, 04:43 AM | #198 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
This map sure has come a long way.
The map looks good, all nice and clean, except for the rock wall above the middle courtyard. There has to be something more interesting you could do with this section. |
|
08-24-2006, 11:21 AM | #199 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
ill see what i can do, The map needs loads of changes still and yes the yard looks crap... well the top of the walls...
|
|
09-11-2006, 08:57 AM | #200 |
Join Date: Jul 2005
Posts Rated Helpful 0 Times
|
Many changes have been made recently. New textures being tested.
Top of ramp room towards flagroom redesigned. More open for concing... |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|