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Old 05-17-2005, 02:52 PM   #21
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/me likes this map alot
keep it going
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Old 05-17-2005, 07:30 PM   #22
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Yard from batts? I could... but the map is only 'half'.
Once its all done I can flip the bases afterwards.
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Old 05-17-2005, 11:13 PM   #23
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Is it me... or does the yard look to plain? Im mostly refering to the top entrance. Something about it just doesn not fit. I don't know if it is the texture of the space around the path ways... or the cliff. It just sticks out like a sore thumb. (I know you are in early stages... good time for constructive criticism.) Great job on the rest of the map tho...
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Old 05-17-2005, 11:21 PM   #24
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I haven't really got to work on the front enterances yet, still trying to come up with some ideas. (Making it look nice without changing too much is the key here)

Are you refering to that black trim around the base?
I added that for some contrast, but I'm not sure whats gonna happen with it.
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Old 05-17-2005, 11:50 PM   #25
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For the yard entrances, why don't you just build them upwards? Make it appear that there's almost a substantial base behind and above the entrances. That'd source it up without making any changes to the gameplay. The new areas won't be accessible but it might make the base look better. The yard is simple enough that this shouldn't really impact performance too much. I mean... the majority of the yard is just displacements right?

If I'm not being clear let me know and I'll try to explain it better.
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Old 05-18-2005, 12:32 AM   #26
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Yes, and I have added a few inaccesbile area inside the base. This was actually an idea I was goint to work on when I make my way out there, however I don't want to make too much 'extra' base.
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Old 05-18-2005, 01:37 AM   #27
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The rock texture is tiling too much, I'd bump it up to 0.5 scale ~or so, or find another rock texture
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Old 05-18-2005, 03:27 AM   #28
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WOW, those screenies look great. I rarely play TFC anymore (into Hostile Intent) but last night I played TFC and Congestus in fact.
On those last updates I loved the top and bottom pictures the most.

The top shows that area with the machinery that doesnt exist now. Adds much more depth to the map, even if you cant acess that area.

The bottom shows what looks like it may be 2 new routes to the tunnel? I love maps remakes wich add detail and dont just retexture.
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Old 05-18-2005, 05:11 AM   #29
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You know... it could be that black trim..

I just feel claustrophobic when I look at it.. I dunno...
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Old 05-18-2005, 07:54 PM   #30
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I like it a lot - excellent start. I agree with some others that the black trim may be a bit too much..maybe make it brown and give it some dimension? or pick a border/trim texture and find one that looks good to you.

Some of the edges look... edgy and square. I know that is how edges tend to look, but with FF you may try to round some of them off or put 'caps' on them, etc.

Keep up the good work, companero.
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Old 05-18-2005, 11:59 PM   #31
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Again, as I said, I've only just begun to truely reform it.
However, I'm going to leave it as close to its origional as possible.
I won't go out of my way to screw up gameply just for visuals.
I have another projet for visuals... not a single 90* angle on the map... vaulted ceilings, the works... but not for congestus. Trying to go for a 'carved from the earth look' almost.
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Old 05-19-2005, 03:11 AM   #32
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Quote:
Originally Posted by shadow34721
Again, as I said, I've only just begun to truely reform it.
However, I'm going to leave it as close to its origional as possible.
I won't go out of my way to screw up gameply just for visuals.
I have another projet for visuals... not a single 90* angle on the map... vaulted ceilings, the works... but not for congestus. Trying to go for a 'carved from the earth look' almost.
I agree, and I think you're doing a good job capturing that feel. Keep it up.
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Old 05-21-2005, 01:32 PM   #33
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the only problem i'm seeing with this are the dimensions in the flagroom are off, it seems the top flag plat is lower and overall just looks like the flagroom is smaller.

this is a map that really should wait to be ported as it is all concs, and considering you have no feel for the concs in ff yet.. :/
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Old 05-21-2005, 02:38 PM   #34
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The dimensions are exactly the same.
I have faith in the FF team to get the concs right, and even if they do I can make the needed modifcations after play testing.
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Old 05-28-2005, 12:04 AM   #35
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Could someone tell me how to do diffrent shapes like that balcony has easy? Doing it with arch and vertex thing takes ions
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Old 07-09-2005, 09:29 PM   #36
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Wow.
Looking back, those screenshots are horrible.

I think a minor update is in order, hope you guys like the new look.

Three pictures of the updated battlements:







Here are some additional screens of the flagroom, which althought I'm not entirely satisfied with, I feel obligated to show to the community.









Any thoughts/suggestions?


EDIT:
Sorry for the messy presentation, it looks very much better in-game. You'll have to take my word for it for the time being. :(
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Old 07-09-2005, 11:55 PM   #37
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To me in the last pic the flag cap looks too close to where the flag would be. Could be the angle though.
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Old 07-10-2005, 12:04 AM   #38
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Nicely done. My only complaint is that your environmental lighting is very yellow and doesn't have much variance in terms of tone. It leaves everyting looking rather washed out. I'd suggest giving your ambient lighting a blue tint, with the sun being a yellow. I'm guessing that both your ambient and sun lights are both a yellowish colour atm.

Oh and I'd pump up the AA / AF level when taking screenies (I get moaned at by the other guys for doing the same thing, but it does make a good difference to presentation).

There are some nice little touches in those screens, I particularly like the torn up floor tiles.
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Old 07-10-2005, 01:53 AM   #39
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fkn niiice

although i liked the trim around the top and airlift in this old pic http://img.photobucket.com/albums/v4...gestus0000.jpg
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Old 07-10-2005, 02:48 AM   #40
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In reply to the previous posts,

Donny:
First make two cylinders, one for the inner and outer 'slant' of your curves. These will be used for guides. Create an arch using the same properties and use vertex manipulation to align the verticies to match the guides. Then take each brush constituting the arch and divide them into two triangle shaped brushes on the z axis. This reduces errors. Also, remeber that you can do some interesting things with spikes.

Demasu:
fov 110

Defrag:
I'm unsure what you mean by variance in tone of the ambient lighting. Perhaps you could clarify this a little? At any rate, thanks for the kind words and suggestions.

kaMIKazE:
Unfortunately, I removed that trim because it didnt fit with the changing theme of the map. Before it was being developed into a mechanical / metallic fortress, but I was unhappy with this theme and changed it into a more concrete / stone based fortress to compliment the cliffs and 'carved out of rock' sort of theme. (suppressed as it is)


Once I get some decent indoor screens, I'll put them up for you guys.
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