06-15-2005, 06:39 PM | #21 | |
Join Date: Jun 2005
Location: Carlisle, UK
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I don't want the bricks to be obviously tinted one way or another, it looks odd having bright blue bricks. Hopefully when I get to the middle area and you can see the two colours it will be better. Yes it is coming along fast, Epicentre is actually quite a small map despite looks, very basic in layout, the time will be spent on details mainly. It took ~ 30mins for the spawn room and has been a couple of hours (3-5) on the rest so far. I set aside today as mapping day. This type of mapping is what I've been doing for 5 odd years, so I know the tricks well :P |
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06-15-2005, 07:31 PM | #22 |
Join Date: Dec 2004
Posts Rated Helpful 1 Times
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This is really nice, good stuff.!!
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06-16-2005, 12:12 AM | #23 |
Join Date: Feb 2005
Location: Finland
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Man you should be at FF staff. That map is like TFC version! No no I take that back, that's BETTER than TFC version!
Awsome stuff, keep it up even that other guy would tell on your mom! Good job |
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06-16-2005, 02:49 AM | #24 | ||
Join Date: Jan 2005
Location: Aotearoa, New Zealand
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Quote:
http://img297.echo.cx/img297/8717/blahhhhhh4jp.gif |
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06-16-2005, 04:12 AM | #25 |
Join Date: Feb 2005
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1 suggestion: name it like the TFC version. I'm a stickler aboot that. :-p
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06-16-2005, 05:40 AM | #26 |
Join Date: Dec 2004
Location: San Fernando Valley
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This is looking really good, good job.
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06-16-2005, 10:40 AM | #27 |
Join Date: Jan 2005
Location: Great Britain
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Looks fab.
The only (small) alteration I suggest you make is remove some of the window textures. They are repeated too much, which takes away some of the realism - the glass is cracked in the same pattern for each pair. Not that the game is meant to be realistic, but there is a harsh contrast between the attention to realistic detail in some areas of the map (say the rubble and fire by cap point) and the the lack of realistic detail in others (noticable window texture repetition esp. at cap point). Metaphor time: But this really is complaining about the dust on an excellent painting. |
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06-16-2005, 12:04 PM | #28 |
Join Date: May 2005
Location: Nottingham
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Lost mate, change your pic
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06-16-2005, 12:29 PM | #29 |
Join Date: Dec 2004
Location: Bristol UK
Posts Rated Helpful 1 Times
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This looks great and is really true to the original. Nice work.
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06-16-2005, 12:42 PM | #30 | |||
Join Date: Jun 2005
Location: Carlisle, UK
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re: conc jumping issues: Its hard to get a balance between conc jumpable everywhere and having a good VIS to block line of sight etc. What there is at the moment is none of the exterior buildings (the buildings on the edge of the playable area) are able to be jumped over. Also the main ruined building either side of the bridge is also not able to be conc jumped over or over walls internally. However the roof section in there is quite high so you wont just go up a storey and hit an invisible wall. However, everything else should be able to be blasted over. The reason I've limited conc jumping, purely for mapping reasons. The big buildings are what keeps the LOS down and the FPS up. I could make the whole thing able to jumped over if you all dont mind playing with 5fps :P |
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06-16-2005, 05:17 PM | #31 | |
Join Date: Feb 2005
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06-17-2005, 09:26 PM | #32 |
Join Date: Mar 2005
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Sorry ginger, but I can't agree with anyone here. This map is looking a bit sad considering how long you've been mapping. I expect better from you! That is if you're the same ginger I'm thinking of...
If you are then this will look familiar So yeah, concentrate more on detail and less on finishing the whole map in 1 week. I'll leave my specific comments out for now. /.::T.L.S.:::[( |
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06-17-2005, 09:34 PM | #33 |
Join Date: Jun 2005
Location: Carlisle, UK
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06-17-2005, 09:41 PM | #34 |
Join Date: Mar 2005
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06-18-2005, 06:41 PM | #35 |
Join Date: Mar 2005
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Hey, we should get together and make hypertension for the source engine lol. This is biggs (big man) btw if you remember me. Looking nice ginger, you've really improved since oasis. I expect you'll put more detail in once you get more of the map done, but so far so good.
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06-22-2005, 04:52 PM | #36 |
Join Date: Jun 2005
Location: Carlisle, UK
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Update:
I got the whole of the blue side done, so made a backup of it. Compiled it, fine. Ran around looked good. Went back to hammer, copied map, flipped, joined compiled fine. Ran...crashed to desktop with no error message. ... So I delete the new half, go back to where I was, same problem. Load backup, same problem. Gah. It doesnt matter, I wasnt happy with the map as it was, it just looked odd, lots of it out of scale trying to keep the TFC style of it. So I'll rebuilt it after my exams are over, next week. |
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06-22-2005, 06:29 PM | #37 |
Join Date: May 2005
Location: Changes every few months
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That sucks, Ginger...
try copying it all and pasting it in a new map file, then compiling and running it. If that doesn't work, I don't know what to tell you :( |
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06-22-2005, 07:42 PM | #38 |
Join Date: May 2005
Location: Tennessee
Posts Rated Helpful 0 Times
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Ah, sorry to hear. Good luck with the next version! :]
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06-23-2005, 12:54 AM | #39 |
Join Date: Feb 2005
Location: Finland
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That sucks
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06-23-2005, 07:48 AM | #40 |
Useless
Retired FF Staff
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Well, it can only come out better for this, right?
__________________
Look at all those dead links. |
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