05-07-2007, 06:39 PM | #561 |
Black Chancellor
Join Date: Mar 2007
Location: Calgary, Alberta eh?
Posts Rated Helpful 0 Times
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I've said it before, and I'll say it again...
*fap fap fap fap fap fap fap fap fap fap* *pants change* |
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05-07-2007, 07:42 PM | #562 |
Spirit Studios
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As I look at these maps that the devs made and some of the community has made (like urs), ur just going to make us suck at playing. Do you honestly have any idea how distracted we will be with ur guys work?
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Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... |
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05-08-2007, 02:28 PM | #563 | |
Black Cyclops
Join Date: Mar 2007
Location: Scotland
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Quote:
just done a fast compile to see how close I am to the limits - 85% brushes and brushsides so I can still get the bits i want finished. thanks for your encouraging comments, Ill have more updates in the next few days, hopefully. |
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05-22-2007, 10:57 PM | #564 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
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Be sure to add boots and shoes on top of the roof.
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05-29-2007, 10:47 AM | #566 |
Join Date: Mar 2007
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:O
i want to have a run around |
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05-29-2007, 11:10 AM | #567 |
Join Date: Mar 2007
Posts Rated Helpful 3 Times
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I must say this is really nice... good job!!
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05-29-2007, 06:06 PM | #568 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Some props:
Looks good I really like how its going keep up the good work, I want your babies. Constructive feedback: Skybox fog distance needs to be increased so its a slight effect, I cannot see it but if the fog colour is not complimentary to the 2d skybox then that could be addressed. Architectural style is still a confused mishmash of classical pillars and orbs on pedestals then an abundance of curves thrown in for good measure a more unified theme may be in order. Also the midsection of the map appears totally different from both the beginning and the end, both of which are also quite different. (almost like a journey through time as you go through the map?) http://usera.imagecave.com/bumgravy3/18.jpg This shot is very busy random coloured lighting, spotlights and dustmotes all in a single space. The architecture is also quite plain inaccessible areas and openings/breaking up of walls is always good and an excuse to add arches etc. You can use some of these effects to highlight detail rather than filling space and obtain a really nice effect. http://usera.imagecave.com/bumgravy3/13.jpg How many entrances? must be at between 5 and 6, are people supposed to defend that? http://usera.imagecave.com/bumgravy3/0.jpg why is there a fountain? http://usera.imagecave.com/bumgravy3/1.jpg Random barn? http://usera.imagecave.com/bumgravy3/5.jpg Displacement error right there, random jeeps? http://usera.imagecave.com/bumgravy3/8.jpg Roof supports like those seen towards the right don't seem to fit at all. http://usera.imagecave.com/bumgravy3/9.jpg Product placement... http://usera.imagecave.com/bumgravy3/15.jpg Not really in line with the already confused theme http://usera.imagecave.com/bumgravy3/20.jpg Wow another theme, make the map like this last area as a whole? |
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05-29-2007, 06:14 PM | #569 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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I would have to agree with most of those comments, own3r, but without actually playing it, the comments about layout are useless unless we run through it. If you have, then yea, I 'll shut up now.
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05-29-2007, 06:51 PM | #570 |
Religious Stamp Machine
Retired FF Staff
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I agree with own3r's comments. I dig the theme in your ending area, and you're doing a good job at prettying up the rest - especially the grande front parthenon-like entrance - but it feels uncomfortable because of the changing themes.
I'm really not feeling the barn or even the whole outside area at that point - it seems quite blocky. I don't know if you've attended to this area in your revisions yet, but it doesn't seem to go with your masterful style at the last area. Hell, make a 2nd map where you just copy and flip the last area with all that sexy curviness, and make it a CTF or rock2style map |
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05-29-2007, 07:34 PM | #571 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
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>Valve.
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05-29-2007, 08:09 PM | #572 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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awesome stuff, can you post your vmt text on the self illuminating texture the one for the blue lights ? i need to know how to do it for my map ? tia -edit ooo oo also imo i would decrease the skybox fog or, increase the actual map fog
Last edited by barronofhellion; 05-30-2007 at 08:25 PM. |
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05-30-2007, 05:11 AM | #573 |
Join Date: May 2007
Posts Rated Helpful 0 Times
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This efffect and area looks great. The map is amazing to look at.
http://usera.imagecave.com/bumgravy3/0.jpg |
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05-31-2007, 12:29 PM | #574 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
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That's better than orgazmic
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05-31-2007, 02:03 PM | #575 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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bum: maybe my last post didn't sound right, i know how to do a $selfillum texture but how do i do a light emmiting texture ? i dont see it in the list of stuff on the wiki ...or is that just 1000 lights !??!
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05-31-2007, 04:19 PM | #576 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
Posts Rated Helpful 1 Times
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BTW; Rather offtopic this one... I'd like to know what texture you used (or are using) as the blue forcefield in one of the caps. Tried to find a picture but it seems that your other imagecave account has been ?deleted? and thus it could be rather hard.
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06-01-2007, 04:00 AM | #577 | ||
Black Cyclops
Join Date: Mar 2007
Location: Scotland
Posts Rated Helpful 0 Times
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Quote:
Quote:
The comments so far are as always much appreciated. With regards to the themes however, from the start I wanted to design this map with three seperate areas, and the different themes are intentional. I want the three different cap point areas to be unique in terms of gameplay and overall feel as well as aesthetics. I intended for the map to get more comlicated and stylish not only in terms of architecture and detail, but also in terms of gameplay. I want the player playing it for the first time to load it and go "Ok this is cool" with the whole teleporter thing, to then be gradually more impressed with the scenery as well, until the final point, which is the most visually impressive and also - hopefully - most interesting to play. This vision might not be entirely realised, but I have put a lot of work into this - remember, this is my first map for Source - and I intend to work on it until it plays exactly how I want it to. Which is fun. And secondly, pretty. If possible, both. In terms of release, this map has been keeping up pretty much with FF. Which means "Soon, but not now". I hope you like it when it's done. |
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06-01-2007, 08:36 PM | #578 |
Join Date: Apr 2007
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acutually blister helped me out , all you have to do is make your lights.rad in the folder of the game your compiling for , not read only, open it with notepad , add a line break (press enter after the last file listed inside it) and type the path of the file you want emitting light and the values
blablamymapnamefolderstuff\lighttexture 255 255 255 300 <--- numbers for color r g b (a = brightness) althought it did take me about 2 hrs to find out that because i didn't press enter after the last file that was listed in there is why it wasn't working |
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06-03-2007, 04:48 AM | #579 | |
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06-03-2007, 11:31 AM | #580 |
Black Cyclops
Join Date: Mar 2007
Location: Scotland
Posts Rated Helpful 0 Times
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Good guessing you nailed it. Need to put lasers on the very bottom routes, those ones go to resupply.
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