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Old 07-12-2005, 01:09 PM   #21
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It looks like a "complex". Is there a TFC map called complex already?
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Old 07-12-2005, 01:23 PM   #22
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Heh heh, call it "crack." For the, you know, crack in the wall.
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Old 07-12-2005, 01:58 PM   #23
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ff_on_crack

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Old 07-12-2005, 03:17 PM   #24
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i really like that flag room too, great idea. something you might want to try is to put some bright lights under the submerged catwalk leading to the flag. i think that would look hella tight with the source engine, especially if you matched that eerie effect elsewhere in the room/map. something to try out!
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Old 07-12-2005, 10:50 PM   #25
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Underwater lights around the outer rim of the pool all pointing squarely at the flag would look sweet...
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Old 07-12-2005, 11:36 PM   #26
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I'll see what I can do

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Old 07-13-2005, 12:26 AM   #27
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see people always take my ideas... im so smart.
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Old 07-13-2005, 02:25 AM   #28
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Quote:
Originally Posted by Darknight
Lovin' the new flagroom dude
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Old 07-13-2005, 10:06 AM   #29
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im actually a big fan of this map tbh, good work dark. I must say id like to see it more bright and colourful, or atleast dark with team colours.

the layout looks brilliant i must say, this indeed to me looks like a map made with TFC in mind and not some moody walkthrough.
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Old 07-13-2005, 09:26 PM   #30
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Cheers everyone. Once I get the base done I'll start adding team colours etc etc.

Unsure whether or not to show the screenies as they are so far from being complete but seen as I'm not gonna be able to work on the map for a week or so I thought I'd show them to give a few ideas what the RR will look like. (Had just taken the Dev textures off to try a few things, so please note it is very early stages of being made.)

n/m looks ghey

And finally, I thought I'd show you how I thought up the entire map. It came from one idea messing around on hammer thinking of stuff. It makes me smile anyways.
http://img130.imageshack.us/img130/5692/test00005qv.jpg


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Old 07-13-2005, 09:29 PM   #31
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Dont do those spotlights it ruins the atmosphere

btw: just a bit brighter plz add some lights in midair and tamper with the brightness, cause atm i cant make up much from some image's
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Old 07-13-2005, 09:30 PM   #32
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Yeah I thought similar too. Was just wondering what Circ had in mind.

The number of lights I have on this map is insane and it still looks bloody dark. :/
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Old 07-13-2005, 09:31 PM   #33
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Id say loose the water spot lites like that.

But have the lights in the water you did before. but have like a blueish colour to them. think it would look PHAT.. so PHAT itd be SICK


Keep it a darker map. too many Maps out there are in the middle of a desrt and sooo unreal and stupid. im sure if you run into a crackhouse he will have so many lights on in the house.. psh think not.
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Old 07-13-2005, 09:35 PM   #34
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tamper with the brightness, adding will hardly help

increase the brightness to say 500 ish or even more, but dont do it to much or you will have the "light comming out of nowhere" effect..
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Old 07-13-2005, 10:39 PM   #35
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Aaah, ta.

Another question. What's the difference between fast compile and normal compile?

My last fast compile took four minutes. Whereas my last normal compile (few weeks ago) took 40mins/1hour ish.
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Old 07-13-2005, 10:47 PM   #36
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fast as it says, is a .. fast compile, but it doesnt do the optimizations that the normal does, which takes more time to get calculated

its ok to do fast when you're just testing things out, but your eventual map will have to be the best possible render, normal and even extra settings where possible to get the nicest possible result
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Old 07-13-2005, 10:52 PM   #37
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Quote:
Originally Posted by Darknight
Aaah, ta.

Another question. What's the difference between fast compile and normal compile?

My last fast compile took four minutes. Whereas my last normal compile (few weeks ago) took 40mins/1hour ish.
Don't worry about your 40mins for normal conpile.

Mine is taking 10 mins on fast and the other day I tried to do normal while I was gone for supper and 3 hours later I had to cancel it because I was afraid my CPU would explode. (Athlon64 3000+)

I hope optimizing will do wonders.
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Old 07-13-2005, 10:58 PM   #38
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Got the same AMD 64 3000.

What other ways are there to optimize other than nodraw? For most of my map I drew the architecture with nodraw and then textured it. Am getting solid 100fps atm in almost all parts of the map, so that's promising.

Also another question.

Are your map file sizes big? Mines roughly 1/3 finished and it's already 10MB or does map size come down when it's properly compiled and stuff? 30 megs (at least) seems an awful lot :/.
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Old 07-13-2005, 11:23 PM   #39
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my flagroom alone is 1Mb
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Old 07-13-2005, 11:25 PM   #40
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Actually I was thinking more like a series of floodlights, big honkin' things that would flood the entire flag area in light. Making it a shining beacon in an otherwise dark room.
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