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Old 06-08-2005, 06:11 AM   #21
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upload to ozfort gallery
www.ozfortress.com/gallery
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Old 06-08-2005, 07:45 AM   #22
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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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Old 06-08-2005, 07:50 AM   #23
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http://www.ozfortress.com/gallery/browseimages.php?c=10
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Old 06-08-2005, 09:29 AM   #24
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Thanks for that jerm
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Old 06-08-2005, 12:07 PM   #25
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yeh its too tall
the proportions are out
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Old 06-09-2005, 05:18 AM   #26
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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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Old 06-13-2005, 11:19 AM   #27
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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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Old 06-14-2005, 03:37 PM   #28
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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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Old 06-14-2005, 06:53 PM   #29
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btw, I didn't make that map.
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Old 06-14-2005, 07:19 PM   #30
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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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Old 06-14-2005, 09:00 PM   #31
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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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Old 06-14-2005, 10:28 PM   #32
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Quote:
Originally Posted by Player
He made chemfort.

Maybe you could use a blend texture for your rocks? They look too repetitive.
I do have a blend, but its mostly being used at the bottom. I totally agree that they are too repetetive, thats somethign I was worried about.
Maybe I can figure something else out to help with that problem
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Old 06-14-2005, 10:31 PM   #33
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Quote:
Originally Posted by shadow34721
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)
It is 255 255 255. I was thinking of adding a blue/red tinge to the bases' lighting. But I was gonna wait til the texture pack came out and I saw how it looked when I had applied some of the official textures.

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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Old 06-15-2005, 07:39 AM   #34
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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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Old 06-29-2005, 05:26 AM   #35
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Quote:
Originally Posted by RusH
Edit - also included two outside screenies. You can see how dense the fog is, this is intentional as I want a really filthy, industrial feel that would make you want to cough if you played it... but maybe this is a mistake, I would love opinions/advice

http://www.users.on.net/~brichards/2chem_alpha20000.jpg
http://www.users.on.net/~brichards/2chem_alpha20001.jpg


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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Old 06-29-2005, 06:25 AM   #36
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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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Old 06-29-2005, 06:30 AM   #37
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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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Old 06-29-2005, 06:47 AM   #38
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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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Old 06-29-2005, 07:05 AM   #39
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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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Old 06-29-2005, 10:14 AM   #40
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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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