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View Poll Results: Rock textures? | |||
nature/blendrockdirt007d (old screens) | 54 | 38.03% | |
de_dust/rockwall01 (new screens) | 48 | 33.80% | |
nature/rockwall009b (see hammer) | 16 | 11.27% | |
halflife/-*out_rk* (hl: source & hl1) | 14 | 9.86% | |
other (please specify in a post) | 10 | 7.04% | |
Voters: 142. You may not vote on this poll |
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07-11-2005, 07:20 PM | #41 |
Join Date: Jun 2005
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also the bottom part of the tunnel from mid map to under the fd bridge shouldnt be curved, people will catch on it
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07-11-2005, 08:13 PM | #42 |
Join Date: Jun 2005
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Wow. Where to begin?
Ok, nice try. First of all, I'm not feeling any atmosphere here. The old hl1 cliff skybox isn't cutting it. Make a 3dskybox. Check out the mountians in the congestus thread. Do soemthing like that. Secondly, the whole map burns my eyes. Why did you make it so bright? After 30 minutes of playing this map, I would go blind. Please reconsider the ground texture. As for the displacements... they seem too flat. Please tell me you just didn't just subdivide them and not do any geometry painting. Another problem with the cliffs is the texture scaling... wayyyyy to low. The tiling of the textures shouldn't be that appearant. Thirdly, why do the bridges, the fd base region, and some of the cliffs look so understated? Are you sure they match up with the tfc ones? Especially the jutting cliff to the left of the front door. The whole map just looks... diminished. Also, I was wondering what is going on in this screenshot. I've highlighted the region in question. Your resup room is looking fantastic though. |
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07-12-2005, 06:00 AM | #43 |
Join Date: Jul 2005
Location: Sydney, Australia
Posts Rated Helpful 0 Times
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progressing nicely
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07-12-2005, 06:02 AM | #44 |
Join Date: Feb 2005
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Why is the "cable bridge" leading from a structured room with walls and a ceiling? It looks very odd and out of place, especially seeing as how the bridge coming from the base isn't even that detailed.
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07-12-2005, 09:29 AM | #45 | |||||
Join Date: Feb 2005
Location: Belgium
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i don't know how to make ropes colliding so, the are not solid
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and the scale of the textures is 0.5 and not 0.25 (default) also i haven't decided yet wich textures to use Quote:
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07-12-2005, 04:37 PM | #46 |
Join Date: Jun 2005
Posts Rated Helpful 0 Times
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make it wider then :P
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07-12-2005, 04:55 PM | #47 |
Join Date: Feb 2005
Location: Tennessee
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Couldn't you just make the ropes func_illusionary?
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07-12-2005, 05:11 PM | #48 | ||
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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func_illusionary is not used anymore, the only reason that its still in the game is to be backwards compatible Quote:
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07-12-2005, 05:48 PM | #49 |
Join Date: Feb 2005
Location: Europe, Front Yard
Posts Rated Helpful 0 Times
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the preretextured version of badlands looks much better than the actual desert one, but you probably already know that. can't wait for the new screenshots
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07-12-2005, 06:01 PM | #50 |
Join Date: Feb 2005
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You misunderstood. I don't like the "rooms" leading to the cable bridge. They look out of place and unhappy. And, by unhappy, I mean it make me sad in pants.
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07-12-2005, 06:10 PM | #51 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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It has the canyon feeling more than ever now
Next update: interriors |
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07-12-2005, 06:29 PM | #52 |
Join Date: Feb 2005
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THAT'S what I'm talking about! Good job! I like it, Steve!
However, that ladder looks freakishly thin, and I'm still iffy about that bridge. |
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07-12-2005, 06:45 PM | #53 |
Join Date: Mar 2005
Location: Down here
Posts Rated Helpful 0 Times
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Very nice job on those changes, it's already looking great.
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07-12-2005, 08:07 PM | #54 |
Join Date: May 2005
Location: Changes every few months
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Wow, great improvements. Thanks for listening to everyone, and such.
The cables on the bridge seem to come out of nowhere, or at least something could be done besides that horizontal piece of metal. The cable bridge and each base bridge could use a little beefing up, methinks. Some of the eternal architecture looks blocky (tho I'm sure some of that is due to textures which I assume will change), so I want to encourage you to try to take advantage of the architecture capabilities of Source. But well done, and rock on :) |
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07-12-2005, 08:10 PM | #55 |
Join Date: Apr 2005
Posts Rated Helpful 0 Times
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That looks way better. Keep it up.
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07-12-2005, 10:13 PM | #56 |
Join Date: Feb 2005
Location: Tennessee
Posts Rated Helpful 0 Times
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I miss the Jabba the Hut style of the original
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07-12-2005, 10:26 PM | #57 |
Join Date: Jun 2005
Location: Yorkshire
Posts Rated Helpful 0 Times
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Good going man. Looking so much better than when you first started it.
Any chance of an AVI when you get to an almost 100% finished stage? Please. |
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07-12-2005, 11:16 PM | #58 |
Join Date: Apr 2005
Location: Hawaii
Posts Rated Helpful 0 Times
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My my my... this map will support 64 players. Can you have an option for that? It seemed way too empty with just 32 players.
I always remembered badlands as being a very large map with lots of holes in the defense. |
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07-13-2005, 12:19 AM | #59 |
Join Date: Jul 2005
Location: MN
Posts Rated Helpful 0 Times
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3d skybox maybe?
You could probably add some of those dead tree models in foliage. It can add monster depth to the sorrounding desert mountains. |
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07-13-2005, 10:09 AM | #60 |
Join Date: Jun 2005
Location: Brum.
Posts Rated Helpful 0 Times
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its nice to see the community come together to help shape a map and improve it for the new age. KUDOS.
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