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#21 | |
Join Date: Feb 2005
Location: Belgium
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its gonna be a bit like dustbowl, but when they captured the last flag the team will switch instead of the map ![]() here are shots from some new things ![]() ![]() ![]() |
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#22 |
Join Date: Feb 2005
Location: Tennessee
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I'm very impressed with those screenshots, they look terrific.
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#23 |
Join Date: May 2005
Location: Changes every few months
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/me cracks knuckles
Looks great. You definitely have done very well with outdoor areas and rocks. You've made the buildings look solid and you have given them a true fortress feel (though I must say I'm damn sick of those gray textures in all the maps people post on the forums.. grr) Starting at the top: First screenshot looks very pretty, but plain. The long hallway can get boring running through if you don't have some things in it to spice it up. Try ladders that go to locked doors, locked doors in general, grates, pipes, etc. The lighting and coloring look fantastic. The second shot has very blocky looking arches, and the lighting looks off with bright rocks and dark center hallway. Consider using more faces on the arches (and maybe beefing them up a bit), altering the lighting and even changing the grate texture used - it seems very pixely. I think the lights look a bit out of place just stuck on the walls, but that may be that this shot is at an odd angle. You do the glow around the lights perfectly, though. The elevator shot seems 'cut off' with the arch just ending and a random square elevator being placed at the end. Maybe add a border or some curves to make the hallway not just 'stop'. The elevator looks alright. The next shot, with the blueish-green lighting looks great. The 'nice architecture blueish green room' feel is sort of cut up by the brown pipe, though. The hole and ladder look in place, but I'd consider retexturing the pipe (or the room) so they go together a bit more fluidly. Next series... The general outside of the map is very dark. The dark midnight feel goes very well with the yellow lights, but I'd find it irritating to see things when its that dark. Maybe put in some lights people could turn on/off or kick up the lighting just a tad? With the first shot in this series, the bridge looks solid as does the front of the base - but the arch in the arch entrance looks cut by the block that cuts into it. I'd suggest drawing the block back so it ends at the end of the window, making it go all the way across the entrance, or making it follow the arch. Beyond that, this shot is solid. Next shot the rocks look great, but it's hard to see much else besides them because of the darkness and the layout. The canyon looks great in the next shot, but the platform looks blocky in contrast to the rest of the base as we've seen it. The scaffolding and upper railing look dandy, but maybe add some brushwork to make it more than just a rectangular pillar? The lake looks great, but some of the rock textures repeat visibly, so watch out for that. Next shot looks dandy as well. The battleroute connection shot looks good - i dig the rocks and the water, but again the entrance looks like a blocky hole in the wall to me. Not to mention that the gray concrete textures (walls and floor) are still killing me :-/ Next shot looks solid, but it's hard to tell fully because its so dark. The flyby view of the exit looks keen - you've done well with the base architecture and all that. The windows look like holes (some borders or more fluid architecture might help) to me, and it'd be nicer to get a closer look of the thing. Sniper nest and battleroute shot. Right above the nest there appears to be a displacement error. Beyond that, the structure in the distance still looks blocky, and everything else looks tasty. Can't wait to climb those rocks and snipe people hiding in the water. Looks like great fun from both O and D perspectives. Next shot: the rock is almost obnoxiously huge. It sort of gives me the 'could a rock like that really exist at that angle?' I suggest making it a bit shorter, and the angles at the top look blocky. The base in the distance looks good, but the windows seem like empty holes. The Indoor main hall looks alright, but the horizontal bars seem to come and go out of nowhere, and they seem at odds with the wall textures. The angles of the arches seem blocky, but the general design, pipes and lighting are solid. skipping total overview.. Third set of shots: Last flyby shot looks good. Again, the windows seem just like cut holes, but overall it looks delectable. Next set of shots: I'll only touch on the first one, since the other 2 seem to look fine beyond what I've mentioned already. Is that a random pole sticking out of the wall in the upper left of this shot? I can't tell... Anyway, the general architecure looks good, but the blockyness is reminiscent of HL1 architecture. I'd suggest rounding some of the corners or adding a border or something here and there. Once polished, I could see this map easily becoming a general favorite. Keep up the great work! |
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#24 | |||||||||||||||||||
Join Date: Feb 2005
Location: Belgium
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#25 |
Join Date: Apr 2005
Location: Hawaii
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I think he was talking about adding those little balconies to the windows, or some framing, or curvy sexiness to them.
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#26 |
Join Date: May 2005
Location: Changes every few months
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You will perish in flames, brood...
Anyway, glass might work. Give it a shot :) As for making the blocky pillar less blocky, maybe make the part where the scaffolding holds on somewhat blocky and make the rest somewhat cyllindrical? Maybe add some indents or out-dents, or trim the corners down a bit or add some pipes going up/down? dunno.. I don't know about making the light destroyable - I think youd have to test it in beta. Maybe make it so when it explodes, the light flies off into the distance and you hear a faint scream? Muahahahah... Anyhow, keep up the good work :) |
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#27 |
Join Date: Jan 2005
Location: Sweden
Posts Rated Helpful 0 Times
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The map looks awsome, the hallway definently needs some pipes, wiring etc. but other then that it looks great.
I'm seeing some excellent conc-moves in that map so keep up the good work. |
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#28 |
Join Date: Jan 2005
Location: USA, KY
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I agree, awesome looking map, and where you said "its a car" I think he was talking about how in the shot with the car, if you look at the top left corner of the image, there is (what looks to be) a steel pole sticking out of the displacment. My guess is that its a wire strung accross the water? Anyhow, I love the map, looks to be a favorite
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#29 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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and, no, its not steel, its a part of a tree prop
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#30 |
Join Date: May 2005
Location: Nottingham
Posts Rated Helpful 0 Times
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That looks awesome. And I love the idea of a game dynamic where you can alter the lighting, so you have engies trying to the repair the lights so you can see to defend, but if the flag carrier is coming in hot you can break your own lights so any chasers can't get him
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#31 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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Most issues are fixed
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#32 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
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I can picture that elevator being camped. Constantly.
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#33 |
Join Date: Jun 2005
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so dont use it or emp it or something :P
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#34 |
Join Date: Feb 2005
Location: Finland
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Nice stuff you got there m8
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#35 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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maybe possibility to blow up elevator and get it reapeared by engineers?
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#36 |
Join Date: Aug 2005
Location: Portsmouth, England
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I love it tbh
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#37 |
Join Date: Feb 2005
Location: Belgium
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some indoor shots
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#38 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
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i cant wait to fit in about 5 runs per match !
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#39 |
Useless
Retired FF Staff
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With hallways like that Snipers might be real valuable.
__________________
Look at all those dead links. |
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#40 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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