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Old 02-16-2007, 08:32 AM   #301
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Someone once brought up an idea, in some mapping thread, that has stuck with me and comes to mind when looking at your newer pictures.

That someone made a comment on how lazy people are with structure and gave an extremely obvious example. Why are pipes in every map? Pipes are a simple way to add a little bit of detail to your map, but it is the epitome of non-creativity!

I was once guilty of this design technique...or should I say design flaw.

Although realism is a totally different subject, think about it...why are those pipes there anyways? :0
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Old 02-16-2007, 11:42 AM   #302
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I got a few pipes in my map, mainly outside and a few in the front of the base but i've put them there as i was initially going to give it like an industrial look., In the flag room i was going to have like generators and water stuff outside the windows but not sure now.

Still working on design and now using HL2CTF textures which are helping a lot.

Thinking of putting small circular lights below ladders to kinda light up the way up. (Like the ones you get outside some shops which tend to blind you if you look down at them...)

Theres currently a lift also in the map which i think ill remove as it just looks rubbish, well unless i get it looking right.

Oh i also need to make another re spawn point as the map currently only has one, which isn't really that good. May have one point though which has 2 exits...

More screenshots hopefully tonight when i get home from work...

Last edited by o_dr.flexyjerkov; 02-16-2007 at 11:56 AM.
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Old 02-16-2007, 09:06 PM   #303
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More screenshots

More screenshots of areas which i've yet to show properly.

As you will see, the flagroom still needs some decorating...

Ramp room front on...
http://flexy.tnradio.net/16feb_01.jpg

Looking up from water exit
http://flexy.tnradio.net/16feb_02.jpg

Early stages of water route
http://flexy.tnradio.net/16feb_03.jpg

Empty flagroom
http://flexy.tnradio.net/16feb_04.jpg

Flagroom facing ladders to balcony area
http://flexy.tnradio.net/16feb_05.jpg

Hope you enjoy... Might not be many more screenshots for a while...

Sorry for the image sizes modem users.

Last edited by trepid_jesse; 02-19-2007 at 04:13 PM.
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Old 02-16-2007, 09:19 PM   #304
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I can definately see progress since your first screenshots, gj. Keep it up.

More light would be good imo.
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Old 02-16-2007, 10:37 PM   #305
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You could make the light 'stronger' from the roof texture lighting around the team logos. This would improve the lighting in the open areas.
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Old 02-17-2007, 01:32 AM   #306
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Lookin good man much preferring this texture style to the wood theme you had going on before. this is shaping up really nicely!!!
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Old 02-17-2007, 02:16 PM   #307
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deffinately needs something in the middle of the fr floor, its just a large expanse atm which looks boring

the map looks really good though atm, beta soon?
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Old 02-18-2007, 10:23 AM   #308
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Yep, definately shaping up. Any chance of an alpha release for us to just run around in HL2 DM in?
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Old 02-18-2007, 10:27 AM   #309
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maybe soon...
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Old 02-18-2007, 10:54 AM   #310
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very nice man...i gotta say i love your choice of texturing and lighting...looks very good...keep it up dude...
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Old 02-19-2007, 04:54 AM   #311
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Before I did not like this map but you have gone a long way.
You are getting better with each screenshot.
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Old 02-20-2007, 09:43 AM   #312
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Looks very clean. You get a cookie for the trim too.

@ Tyrus: Pipes are in every map 'cause that's the prop that valve gave us. Making new props requires learning how to model. There are other props (like broken c17 building rubble, dock pilings, and so on) but besides lighting fixtures the pipes are the thing that fit best in most fortress style maps.


...Nothing is stopping people from breaking the entire concrete bunker mold though.
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Old 03-17-2007, 10:41 AM   #313
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New pictures of flagroom



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Old 03-17-2007, 12:37 PM   #314
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im really liking how this is turning out, get the rest of hte map lookin like the FR and it will be really cool
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Old 03-17-2007, 07:29 PM   #315
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Fr still looks empty. Adding random boxes doesn't really appeal to me.
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Old 03-17-2007, 08:57 PM   #316
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I have a few ideas which could help:

Break up long stretches of wall like the on the left of the second shot.

To break them up you can do several things:
  • Add an indentation into the wall
  • Add a (near) vertical ceiling support, possibly aswell as an indentation and you can player clip this easily.
  • Add some windows, these could be simply to the skybox or it could be one of the tools/white textures
  • Add some inaccessable areas, could be corridors you can't go down or a doorway to an outside area you can see from a window


Go wild add anything you feel would go well with the place in the map and the style your going for

EDIT
Yeah remove the boxes, this is FF so no clutter its pure gameplay.


Lighting:


Add lighting sources

windows or ceiling lights are good

Lamps should be accomanied with light_spots lighting the surface they are on preferably, like those lights by the ladder in the first picture.
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Old 03-17-2007, 09:19 PM   #317
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Well the boxes were only a temporary thing, i want the flag room to have some sort of storage look to it, maybe a stack in the corner to hide behind but not sure yet.

All i know is that i dont want them to be movable.

I want to add windows around the top and this new stucture support idea as shown in the middle of the flag room i want to implement throughout the map just not sure how yet.
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Old 03-18-2007, 09:32 AM   #318
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If you do leave any box props in, make sure they're prop_dynamic_override so they don't move or break.
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Old 03-18-2007, 07:04 PM   #319
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Ooh, pretty flag room. The floor seems to go on forever. Try mixing up the floor - you have the 'caution tape' edges, the rough metal flooring, but then add something else - metal tiling, concrete, etc. on an inside 'square' or something. That would definitely break up the monotony.
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Old 04-17-2007, 09:58 PM   #320
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From what I gathered on CTFCL you have made some nice progress, got any juicy updates for us?
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