06-08-2005, 06:11 AM | #21 |
Join Date: Jan 2005
Location: Australia
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upload to ozfort gallery
www.ozfortress.com/gallery |
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06-08-2005, 07:45 AM | #22 |
Join Date: Jun 2005
Location: Adelaide, Australia
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Gimme a day or so and I will post some more, with a little more work done.
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06-08-2005, 07:50 AM | #23 |
Join Date: Jan 2005
Location: Aotearoa, New Zealand
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06-08-2005, 09:29 AM | #24 |
Join Date: Jun 2005
Location: Adelaide, Australia
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Thanks for that jerm
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06-08-2005, 12:07 PM | #25 |
Join Date: Jan 2005
Location: Australia
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yeh its too tall
the proportions are out |
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06-09-2005, 05:18 AM | #26 |
Join Date: Mar 2005
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I havent tried the map but form the two pictures it was looking awesome.
I loved the extra dark and foggy feel. If there are multiple routes snipers and other issues may not affect the gameplay. I would suggest worrying about reducing the fog after you've seen how it pubbed. keep it dark and sureal, a totally unique vision of Chems map. your map is the most sinister of all the ff maps so far dont looose that effect please |
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06-13-2005, 11:19 AM | #27 |
Join Date: Jun 2005
Location: Adelaide, Australia
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Now I have finally managed to fix the height of the second level. I had to bite the bullet and just shift/change everything. This of course added heaps of leaks etc.
Add the compile time (around 3 hours) and it gets harder to finalise the details! I have left the overall height (sniper deck and map "roof") as being higher then the original. This is on purpose, cause I think it looks a lot better, but wont impact too much on gameplay. This is opposed to the internal/ramp level, where the height was wrong cause I am just too noob Anyway, this map is about where I would want it to be if I was in beta phase. So here is the "beta": http://www.users.on.net/~brichards/2...ilt_alpha3.bsp and some screenies. http://www.users.on.net/~brichards/2...hem_alpha1.jpg http://www.users.on.net/~brichards/2...hem_alpha2.jpg http://www.users.on.net/~brichards/2...hem_alpha3.jpg http://www.users.on.net/~brichards/2...hem_alpha4.jpg http://www.users.on.net/~brichards/2...hem_alpha5.jpg http://www.users.on.net/~brichards/2...hem_alpha6.jpg http://www.users.on.net/~brichards/2...hem_alpha7.jpg http://www.users.on.net/~brichards/2...hem_alpha8.jpg http://www.users.on.net/~brichards/2...hem_alpha9.jpg http://www.users.on.net/~brichards/2...em_alpha10.jpg http://www.users.on.net/~brichards/2...em_alpha11.jpg http://www.users.on.net/~brichards/2...em_alpha12.jpg http://www.users.on.net/~brichards/2...em_alpha13.jpg Again, any comments are gonna be very kindly appreciated |
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06-14-2005, 03:37 PM | #28 |
Join Date: May 2005
Location: Belgium
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v. nice sir!
honestly, the sniper rifle laser should be visible in the thick fog, that would look so cool and make it easier to find them as well. zwoing laser passes, shining in your eye for a moment zwoing laser goes the other way zwoing laser burns in your eye and turns half of your screen lasery-red POP. |
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06-14-2005, 06:53 PM | #29 |
Join Date: Jan 2005
Location: Ontario, Canada
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btw, I didn't make that map.
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06-14-2005, 07:19 PM | #30 |
Join Date: Mar 2005
Location: Europe
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He made chemfort.
Maybe you could use a blend texture for your rocks? They look too repetitive. |
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06-14-2005, 09:00 PM | #31 |
Join Date: Feb 2005
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don't use pure white light.
not sure if it is 255 255 255, but it does look like it... makes the lighting seem a bit... off. lighting makes or breaks a map visually (that and bad geometry, but thats not the issue here) |
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06-14-2005, 10:28 PM | #32 | |
Join Date: Jun 2005
Location: Adelaide, Australia
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Quote:
Maybe I can figure something else out to help with that problem |
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06-14-2005, 10:31 PM | #33 | |
Join Date: Jun 2005
Location: Adelaide, Australia
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Quote:
But, this is another example of my inexperience - so dont be shy, give me your recommendations! Should I make the outside light more yellow? Should I change all the flouro lights to be slightly blueish? What settings do you use to good effect? Thanks for the input fellas. |
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06-15-2005, 07:39 AM | #34 |
Join Date: Feb 2005
Location: Finland
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I'll go test that bsp and that one texture file. I'll add my input then
Looks interesting. |
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06-29-2005, 05:26 AM | #35 | |
Join Date: Jun 2005
Location: Saskatchewan
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Quote:
it looks savigly sweet dont get me wrong. I just started learning how to map (not even a week ago) and this is my offical post on Fortress Forever (it wont be the last as this game gives me a boner) but when haveing 16+ players on a server with high textures and quality maps. the Smog will just cause alot of lag on its own. sure it looks savage for single player. or like 5on5 it would be cool and stuff. but when its a huge battle. that will jsut drain the fps off people. looks really sweet tho. maybe if you either moved it. so it only fog effect over the bridge.. or even above so its like LA. and the sky is all yellow and just gross looking. Dont get me wrong man your map is deff Stiffy worthy. maybe if FF. gave the option for people running servers / map have like a detail setting. or even players. *EDIT* you might want to re texture the canyons walls. as looking back at the screens when you pan out or what ever it looks almost tield and just looks crummy. |
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06-29-2005, 06:25 AM | #36 |
Join Date: Feb 2005
Location: Tennessee
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It's pretty hard to say right now if the fog will cause lag problems or not. That largely depends on what's happening on screen, I assume. Regardless, it's doubtful that 2chemfort will be map that's played in leagues, so I doubt it will matter.
I think the fog is tight, btw, as you don't see many maps using it. Personally, I think you should make the fog look like it's coming from the water, i.e. industrial waste in the water. |
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06-29-2005, 06:30 AM | #37 |
Join Date: Jun 2005
Location: Saskatchewan
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still wouldnt have to be a leauge map. as not many leauges out there do a 20on20.
alot of public servers how ever may run it. thats where the lag issue is. i always hated going in a server doing a sweet custom map only to have 12 people join after me just lag everything down hardcore. mind you now with source lag is baisicly serverside issue now. not everyones issue (besides having to try and kill the person that ports all over the place) might want to i dont know make it so the doors on the 2nd floor or what ever it is is less noticble. on the bridge they show up as white squares thru the fog/smog. |
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06-29-2005, 06:47 AM | #38 |
Join Date: Jun 2005
Location: Adelaide, Australia
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Thanks for the interest Morrow.
There are already a whole heap of modifications I need to make to optimize this map. Things I just wasn't aware of when I started it - I hate to think how much more I dont know Basically I need to alter a whole lot of brushes to simplify them, then I have to change the water to optimise that - too much gets rendered that the player doesn't see. Then I have to start using the nodraw texture and the func_detail entitiy on brushes a whole lot. These are just basic, common sense optimisations - without even looking at things like env_fog which might makes matters just so much worse! But right now, I'm gonna wait until FF gets released, so I can apply all the correct team-based textures/logos. Then I'm gonna get some beta-testing done and tweak it 'til it plays really well. |
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06-29-2005, 07:05 AM | #39 |
Join Date: Jun 2005
Location: Canada
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Very nice! I liked it. The fog lagged horribly for 5 seconds, then my normal FPS came back, and stayed steady as me and my friend played catch with the bicycles you conveniently placed. The catch was fun, since the map is so high, we could throw almost vertical. The catch rocked until I went for the last catch. He threw it high and I looked up, then he killed me with a rocket.
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06-29-2005, 10:14 AM | #40 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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wow.... for a first map... just wow :o im nowhere near worthy of that standard
are u sure u havnt mapped before? :p or do u mean for hl2? |
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