02-23-2007, 11:49 PM | #21 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
|
Its very unique isn't it, I would like to see more lighting behind those pannels though the shadows look great.
|
|
04-05-2007, 08:43 PM | #22 |
HL2CTF DEV
Join Date: Mar 2007
Posts Rated Helpful 1 Times
|
Blister was kind enough to port this over to HL2:CTF and change a few things to make it more of a ctf mod style map and in my opinion it very well could be one of if not the best all around map Ive played. Great look, great gameplay, great fps. Looking forward to see how this map plays in FF and looking forward to other FF mappers porting over their masterpieces.
|
|
04-07-2007, 05:28 PM | #23 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
looks v. nice, i'll be sure to check it out and leave further comments.
personally i like maps with layered def rather than having 1 frontline and 3 or 4 in the flagroom. edit: can you or someone else please re-upload the map? Last edited by arsenal; 04-07-2007 at 05:40 PM. |
|
04-07-2007, 07:43 PM | #24 |
Join Date: Apr 2007
Location: Ontario, Canada
Posts Rated Helpful 0 Times
|
Is the link down? I can't seem to download it.
The screenshots look good. |
|
04-08-2007, 11:28 PM | #25 | |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
|
Quote:
Actually, the porting proved to be helpful for me too, as i learned a lot from hl2ctf playtesting which made me improve small gameplay things already. I currently took down the FF version as it is outdated. I received great feedback from ppl here a few months ago about it, but i think it's now in a stage where i need FF to be able to put in the finishing touches and upload it. if you really want to have a look ingame maybe you can ask some of the guys here to upload it, or download the ctf mod version here, but bear in mind the gameplay is mostly different. The bases have lost their rear parts, the ramproom has been made the flagroom, there's an airbridge over the yard etc. shots of the hl2ctf version: 1, 2, 3 |
|
|
04-09-2007, 04:30 AM | #26 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
yeah i was able to retrieve the ctf version from your website but i was very disappointed when i ran around in it. looked utterly simplistic and unlike what you had described.
is there a way for me to take a look at what your current iteration of your ff version is like? if this is not possible, would someone please upload the previous ff_flare version that was available? |
|
04-10-2007, 04:43 PM | #27 |
Programmer/Web Developer
|
yeah I'd also like to see the FF version finished or not. Just like to have a run around and see the map.
|
|
05-26-2007, 06:52 PM | #28 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Just had a few ideas about this map; Maybe if yellow interior lighting were toned down a bit and a strong light source came from behind all of the curved wall details emiting sharp shadows of coloured light looking quite spectacular. It would emphisise the team colouring and add more interest to the lighting.
|
|
05-26-2007, 07:15 PM | #29 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
|
I actually played around with this in the beginning, but my idea is that you shouldn't exaggerate with it. If you tone down the central lights too much, the side textures don't get enough "uncolored" light to feel right (they tend to be in the shadow). Moreover it gets to be a colorfest, which i don't think we want either. I'll see if i can strike a better balance in the final compiles though.
|
|
05-26-2007, 07:34 PM | #30 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Maybe making the colour less saturated/striking would do the trick the dark blue/purple is very striking at the moment.
|
|
05-27-2007, 12:10 AM | #32 | |
if(0>1){printf("broked");}
Beta Tester
Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
|
Quote:
|
|
|
05-27-2007, 03:48 AM | #33 | |
Join Date: Mar 2007
Posts Rated Helpful 5 Times
|
Quote:
|
|
|
05-31-2007, 05:18 PM | #34 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
|
Actually there's 'vanila' ones too.
|
|
05-31-2007, 07:20 PM | #35 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
|
blister: hey all things looking good, i was wondering, how do you make the light emitting texture, is it just something in the vmt file ? or is there something else. tia .. the main outside room looks like a big spider heh looks cool
|
|
05-31-2007, 09:22 PM | #36 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
|
search for lights.rad
If you're compiling into hl2dm, it should be under half-life 2 deathmatch\hl2mp Open it with notepad or smt, you should see a few textures already. Follow their example and type the folder/texturename of the texture you want emitting lights. In the .vmt of that texture, there should be no env cubemap. Also the brush that it's applied on should be a world brush. Try it and see if it works. If it doesn't, tell me where you're stuck. |
|
05-31-2007, 09:35 PM | #37 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Wait. It has to be a world brush? Really?
|
|
05-31-2007, 10:07 PM | #38 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
|
er well i know how to do textures.. and models... but a light emitting texture i dont, but i guess ill open up the smt's and search , just thought id ask, i thought it was just $selfillum but thats only half of it lol. just dont have much time when i get off work
|
|
05-31-2007, 10:35 PM | #39 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
|
no, the light emitting property is not in the .vmt, it is in an exterior file named lights.rad. selfillum is just to make the effect better.
Just read through the lights.rad you'll figure it out. |
|
05-31-2007, 10:47 PM | #40 |
SGM Division ******
Wiki Team
|
I'll gladly put it up on the dedicated map test server we are running if you have it ready enough to port it to a DM version for people to play on. Shoot me a private message with a download link or email me the map in a .zip format and I'll get it on the server for people to play test.
Server Name: www.fortress-forever.com - Unofficial Map Testing Server Server IP #: 8.6.8.213:27015
__________________
[SG-X] Clan - SGM Division leader ICQ #: 154706095 * E-mail * IRC: irc.gamesurge.net #sgm & #[sg-x] |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|