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View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

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Old 07-21-2005, 12:23 PM   #181
o_osiris
 
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I dont think you realise how much this map has improved.
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Old 07-21-2005, 12:24 PM   #182
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Quote:
Originally Posted by Osiris
I dont think you realise how much this map has improved.
i still don't like the indoor

btw, the map is 15.5 MB!!
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Old 07-21-2005, 02:19 PM   #183
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I really REALLY love the 'dusk' feel to it.
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Old 07-21-2005, 04:36 PM   #184
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I love it! Keep up the good work man.
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Old 07-21-2005, 04:41 PM   #185
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ya, its rather nice :D
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Old 07-21-2005, 08:46 PM   #186
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What is the 3rd picture of?
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Old 07-21-2005, 09:40 PM   #187
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i was wondering the same thing
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Old 07-21-2005, 09:49 PM   #188
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I think it's the flag room exit
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Old 07-21-2005, 09:49 PM   #189
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If it is the flag room exit, it'll be more of a choke point than the first one was.
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Old 07-21-2005, 10:06 PM   #190
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its good though, youve gotta be punished for missing your conc :P
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Old 07-21-2005, 11:29 PM   #191
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Unless you're playing a concless class, like a spy. Then what? HUH?!
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Old 07-21-2005, 11:47 PM   #192
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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
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Old 07-21-2005, 11:49 PM   #193
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as constructive as that criticism is, you sound more offensive than an imperialist jap
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Old 07-22-2005, 12:47 AM   #194
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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
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Old 07-22-2005, 01:02 AM   #195
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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
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Old 07-22-2005, 07:48 AM   #196
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Quote:
Originally Posted by Imbrifer
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 thx :P
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Old 07-22-2005, 08:18 AM   #197
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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.
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Old 07-22-2005, 09:17 AM   #198
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Quote:
Originally Posted by Fresh
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
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

Code:
"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

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 ?
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Old 07-22-2005, 01:45 PM   #199
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you ignore my posts and dont fix anything, if you mess this map up bad enough i will redo it
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Old 07-22-2005, 02:51 PM   #200
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There is nothing wrong with the map ffs.
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